mirror of
https://github.com/CHOMPStation2/CHOMPStation2.git
synced 2025-12-10 02:09:41 +00:00
Jack Rost updates:
-more dismantable consoles: --Teleporter --Supply ordering console --Supply shuttle console --Power Monitor -new circuit boards (both constructable and destructable) --Supply ordering console (programming 2) --Supply shuttle console (programming 3) --Outpost Status Display(programming 2) --Operating Computer (programming 2, biotech 2) -R&D Console circuit now requires programming 4 (was 6). Balagi updates: -Trash bag: works as mining satchels but for trash. -Started redesign computers code -fixed candles sprites -trashbag now has "in hands" sprite -fixed emagging supply shuttle console git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1883 316c924e-a436-60f5-8080-3fe189b3f50e
This commit is contained in:
@@ -45,6 +45,14 @@
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user << "You can't place that item inside the disposal unit."
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return
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if(istype(I, /obj/item/weapon/trashbag))
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user << "\blue You empty the bag."
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for (var/obj/item/trash/O in I.contents)
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I.contents -= O
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O.loc = src
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I.update_icon()
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return
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var/obj/item/weapon/grab/G = I
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if(istype(G)) // handle grabbed mob
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if(ismob(G.affecting))
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@@ -3,6 +3,8 @@
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icon = 'computer.dmi'
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density = 1
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anchored = 1.0
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var/obj/item/weapon/circuitboard/circuit = null //if circuit==null, computer can't disassemble
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/*
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/obj/machinery/computer/airtunnel
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name = "Air Tunnel Control"
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@@ -16,6 +18,7 @@
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anchored = 1.0
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icon = 'computer.dmi'
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icon_state = "comm"
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circuit = "/obj/item/weapon/circuitboard/operating"
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var/mob/living/carbon/human/victim = null
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@@ -31,6 +34,7 @@
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desc = "Does not support Pin ball."
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icon = 'computer.dmi'
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icon_state = "arcade"
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circuit = "/obj/item/weapon/circuitboard/arcade"
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var/enemy_name = "Space Villian"
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var/temp = "Winners Don't Use Spacedrugs" //Temporary message, for attack messages, etc
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var/player_hp = 30 //Player health/attack points
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@@ -44,6 +48,7 @@
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name = "AI Upload"
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desc = "It is said that you can upload silly laws to AI's with this."
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icon_state = "command"
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circuit = "/obj/item/weapon/circuitboard/aiupload"
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var/mob/living/silicon/ai/current = null
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var/opened = 0
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@@ -61,6 +66,7 @@
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name = "Station Alert Computer"
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desc = "Alert. Alert. ALERT!!!"
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icon_state = "alert:0"
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circuit = "/obj/item/weapon/circuitboard/stationalert"
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var/alarms = list("Fire"=list(), "Atmosphere"=list(), "Power"=list())
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/obj/machinery/computer/atmos_alert
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@@ -86,6 +92,7 @@
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name = "Identification Computer"
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desc = "You can use this to change ID's. YOU ARE GOD!"
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icon_state = "id"
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circuit = "/obj/item/weapon/circuitboard/card"
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var/obj/item/weapon/card/id/scan = null
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var/obj/item/weapon/card/id/modify = null
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var/authenticated = 0.0
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@@ -97,6 +104,7 @@
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/obj/machinery/computer/card/centcom
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name = "CentCom Identification Computer"
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desc = "You are the Gods's God."
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circuit = "/obj/item/weapon/circuitboard/card/centcom"
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req_access = list(access_cent_captain)
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/obj/machinery/computer/communications
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@@ -104,6 +112,7 @@
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desc = "This can be used for various important functions. Still under developement."
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icon_state = "comm"
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req_access = list(access_heads)
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circuit = "/obj/item/weapon/circuitboard/communications"
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var/prints_intercept = 1
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var/authenticated = 0
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var/list/messagetitle = list()
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@@ -167,6 +176,7 @@
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desc = "This can be used to check medical records."
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icon_state = "dna"
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req_access = list(access_medical)
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circuit = "/obj/item/weapon/circuitboard/med_data"
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var/obj/item/weapon/card/id/scan = null
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var/authenticated = null
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var/rank = null
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@@ -246,6 +256,7 @@
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desc = "Beepsky. ARREST!!!"
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icon_state = "security"
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req_access = list(access_security)
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circuit = "/obj/item/weapon/circuitboard/secure_data"
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var/obj/item/weapon/card/id/scan = null
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var/authenticated = null
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var/rank = null
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@@ -265,6 +276,7 @@
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name = "Security Cameras"
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desc = "Better than Television."
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icon_state = "cameras"
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circuit = "/obj/item/weapon/circuitboard/security"
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var/obj/machinery/camera/current = null
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var/last_pic = 1.0
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var/network = "SS13"
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@@ -277,6 +289,7 @@
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icon_state = "telescreen"
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network = "thunder"
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density = 0
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circuit = null
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/obj/machinery/computer/security/wooden_tv
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name = "Security Cameras"
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@@ -288,6 +301,7 @@
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desc = "It's better than reality TV."
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icon_state = "miningcameras"
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network = "MINE"
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circuit = "/obj/item/weapon/circuitboard/mining"
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/obj/machinery/computer/shuttle
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name = "Shuttle"
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@@ -316,4 +330,34 @@
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use_power = 1
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idle_power_usage = 250
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active_power_usage = 500
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circuit = "/obj/item/weapon/circuitboard/crew"
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var/list/tracked = list( )
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/obj/machinery/computer/robotics
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name = "Robotics Control"
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icon = 'computer.dmi'
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icon_state = "robot"
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req_access = list(access_robotics)
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circuit = "/obj/item/weapon/circuitboard/robotics"
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var/id = 0.0
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var/temp = null
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var/status = 0
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var/timeleft = 60
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var/stop = 0.0
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var/screen = 0 // 0 - Main Menu, 1 - Cyborg Status, 2 - Kill 'em All! -- In text
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/obj/machinery/computer/prisoner
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name = "Prisoner Management"
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icon = 'computer.dmi'
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icon_state = "explosive"
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req_access = list(access_armory)
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circuit = "/obj/item/weapon/circuitboard/prisoner"
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var/id = 0.0
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var/temp = null
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var/status = 0
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var/timeleft = 60
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var/stop = 0.0
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var/screen = 0 // 0 - No Access Denied, 1 - Access allowed
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var/malf_access = 0
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@@ -16,7 +16,6 @@
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return
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interact(user)
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/obj/machinery/computer/operating/proc/interact(mob/user)
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if ( (get_dist(src, user) > 1 ) || (stat & (BROKEN|NOPOWER)) )
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if (!istype(user, /mob/living/silicon))
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@@ -1,34 +1,3 @@
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/obj/machinery/computer/arcade/attackby(I as obj, user as mob)
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if(istype(I, /obj/item/weapon/screwdriver))
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playsound(src.loc, 'Screwdriver.ogg', 50, 1)
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if(do_after(user, 20))
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if (src.stat & BROKEN)
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user << "\blue The broken glass falls out."
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var/obj/computerframe/A = new /obj/computerframe( src.loc )
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new /obj/item/weapon/shard( src.loc )
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var/obj/item/weapon/circuitboard/arcade/M = new /obj/item/weapon/circuitboard/arcade( A )
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for (var/obj/C in src)
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C.loc = src.loc
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A.circuit = M
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A.state = 3
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A.icon_state = "3"
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A.anchored = 1
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del(src)
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else
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user << "\blue You disconnect the monitor."
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var/obj/computerframe/A = new /obj/computerframe( src.loc )
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var/obj/item/weapon/circuitboard/arcade/M = new /obj/item/weapon/circuitboard/arcade( A )
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for (var/obj/C in src)
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C.loc = src.loc
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A.circuit = M
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A.state = 4
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A.icon_state = "4"
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A.anchored = 1
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del(src)
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else
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src.attack_hand(user)
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return
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/obj/machinery/computer/arcade/New()
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..()
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var/name_action
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@@ -20,38 +20,6 @@ Atmos alert computer
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return
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interact(user)
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/obj/machinery/computer/station_alert/attackby(I as obj, user as mob)
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if(istype(I, /obj/item/weapon/screwdriver))
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playsound(src.loc, 'Screwdriver.ogg', 50, 1)
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if(do_after(user, 20))
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if (src.stat & BROKEN)
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user << "\blue The broken glass falls out."
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var/obj/computerframe/A = new /obj/computerframe( src.loc )
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new /obj/item/weapon/shard( src.loc )
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var /obj/item/weapon/circuitboard/stationalert/M = new /obj/item/weapon/circuitboard/stationalert( A )
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for (var/obj/C in src)
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C.loc = src.loc
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A.circuit = M
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A.state = 3
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A.icon_state = "3"
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A.anchored = 1
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del(src)
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else
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user << "\blue You disconnect the monitor."
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var/obj/computerframe/A = new /obj/computerframe( src.loc )
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var/obj/item/weapon/circuitboard/stationalert/M = new /obj/item/weapon/circuitboard/stationalert( A )
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for (var/obj/C in src)
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C.loc = src.loc
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A.circuit = M
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A.state = 4
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A.icon_state = "4"
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A.anchored = 1
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del(src)
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else
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src.attack_hand(user)
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return
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/obj/machinery/computer/station_alert/proc/interact(mob/user)
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usr.machine = src
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var/dat = "<HEAD><TITLE>Current Station Alerts</TITLE><META HTTP-EQUIV='Refresh' CONTENT='10'></HEAD><BODY>\n"
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@@ -141,6 +141,22 @@
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name = "Circuit board (Mech Bay Power Control Console)"
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build_path = "/obj/machinery/computer/mech_bay_power_console"
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origin_tech = "programming=2;powerstorage=3"
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/obj/item/weapon/circuitboard/ordercomp
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name = "Circuit board (Supply ordering console)"
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build_path = "/obj/machinery/computer/ordercomp"
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origin_tech = "programming=2"
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/obj/item/weapon/circuitboard/supplycomp
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name = "Circuit board (Supply shuttle console)"
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build_path = "/obj/machinery/computer/supplycomp"
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origin_tech = "programming=3"
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/obj/item/weapon/circuitboard/operating
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name = "Circuit board (Operating Computer)"
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build_path = "/obj/machinery/computer/operating"
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origin_tech = "programming=2;biotech=2"
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/obj/item/weapon/circuitboard/mining
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name = "Circuit board (Outpost Status Display)"
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build_path = "/obj/machinery/computer/security/mining"
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origin_tech = "programming=2"
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/obj/computerframe/attackby(obj/item/P as obj, mob/user as mob)
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@@ -156,37 +156,6 @@
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AL.open()
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AL.lockdownbyai = 0
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/obj/machinery/computer/communications/attackby(I as obj, user as mob)
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if(istype(I, /obj/item/weapon/screwdriver))
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playsound(src.loc, 'Screwdriver.ogg', 50, 1)
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if(do_after(user, 20))
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if (src.stat & BROKEN)
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user << "\blue The broken glass falls out."
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var/obj/computerframe/A = new /obj/computerframe( src.loc )
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new /obj/item/weapon/shard( src.loc )
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var/obj/item/weapon/circuitboard/communications/M = new /obj/item/weapon/circuitboard/communications( A )
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for (var/obj/C in src)
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C.loc = src.loc
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A.circuit = M
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A.state = 3
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A.icon_state = "3"
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A.anchored = 1
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del(src)
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else
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user << "\blue You disconnect the monitor."
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var/obj/computerframe/A = new /obj/computerframe( src.loc )
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var/obj/item/weapon/circuitboard/communications/M = new /obj/item/weapon/circuitboard/communications( A )
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for (var/obj/C in src)
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C.loc = src.loc
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A.circuit = M
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A.state = 4
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A.icon_state = "4"
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A.anchored = 1
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del(src)
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else
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src.attack_hand(user)
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return
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/obj/machinery/computer/communications/attack_ai(var/mob/user as mob)
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return src.attack_hand(user)
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@@ -92,41 +92,35 @@ Pod/Blast Doors computer
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icon_state += "b"
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stat |= BROKEN
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/obj/machinery/computer/attackby(I as obj, user as mob)
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if(istype(I, /obj/item/weapon/screwdriver) && circuit)
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playsound(src.loc, 'Screwdriver.ogg', 50, 1)
|
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if(do_after(user, 20))
|
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var/obj/computerframe/A = new /obj/computerframe( src.loc )
|
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var/obj/item/weapon/circuitboard/M = new circuit( A )
|
||||
A.circuit = M
|
||||
A.anchored = 1
|
||||
for (var/obj/C in src)
|
||||
C.loc = src.loc
|
||||
if (src.stat & BROKEN)
|
||||
user << "\blue The broken glass falls out."
|
||||
new /obj/item/weapon/shard( src.loc )
|
||||
A.state = 3
|
||||
A.icon_state = "3"
|
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else
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user << "\blue You disconnect the monitor."
|
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A.state = 4
|
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A.icon_state = "4"
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del(src)
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else
|
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src.attack_hand(user)
|
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return
|
||||
|
||||
|
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/obj/machinery/computer/security/New()
|
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..()
|
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verbs -= /obj/machinery/computer/security/verb/station_map
|
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|
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/obj/machinery/computer/security/attackby(I as obj, user as mob)
|
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if(istype(I, /obj/item/weapon/screwdriver))
|
||||
playsound(loc, 'Screwdriver.ogg', 50, 1)
|
||||
if(do_after(user, 20))
|
||||
if (stat & BROKEN)
|
||||
user << "\blue The broken glass falls out."
|
||||
var/obj/computerframe/A = new /obj/computerframe( loc )
|
||||
new /obj/item/weapon/shard( loc )
|
||||
var/obj/item/weapon/circuitboard/security/M = new /obj/item/weapon/circuitboard/security( A )
|
||||
for (var/obj/C in src)
|
||||
C.loc = loc
|
||||
A.circuit = M
|
||||
A.state = 3
|
||||
A.icon_state = "3"
|
||||
A.anchored = 1
|
||||
del(src)
|
||||
else
|
||||
user << "\blue You disconnect the monitor."
|
||||
var/obj/computerframe/A = new /obj/computerframe( loc )
|
||||
var/obj/item/weapon/circuitboard/security/M = new /obj/item/weapon/circuitboard/security( A )
|
||||
for (var/obj/C in src)
|
||||
C.loc = loc
|
||||
A.circuit = M
|
||||
A.state = 4
|
||||
A.icon_state = "4"
|
||||
A.anchored = 1
|
||||
del(src)
|
||||
else
|
||||
attack_hand(user)
|
||||
return
|
||||
|
||||
/obj/machinery/computer/security/attack_ai(var/mob/user as mob)
|
||||
return attack_hand(user)
|
||||
|
||||
@@ -139,8 +133,6 @@ Pod/Blast Doors computer
|
||||
user.reset_view(current)
|
||||
return 1
|
||||
|
||||
|
||||
|
||||
/obj/machinery/computer/card/attack_ai(var/mob/user as mob)
|
||||
return attack_hand(user)
|
||||
|
||||
@@ -295,38 +287,6 @@ Pod/Blast Doors computer
|
||||
updateUsrDialog()
|
||||
return
|
||||
|
||||
/obj/machinery/computer/card/attackby(I as obj, user as mob)
|
||||
if(istype(I, /obj/item/weapon/screwdriver))
|
||||
playsound(loc, 'Screwdriver.ogg', 50, 1)
|
||||
if(do_after(user, 20))
|
||||
var/card_path = text2path("/obj/item/weapon/circuitboard/card[istype(src,/obj/machinery/computer/card/centcom)?"/centcom":""]")
|
||||
if (stat & BROKEN)
|
||||
user << "\blue The broken glass falls out."
|
||||
var/obj/computerframe/A = new /obj/computerframe( loc )
|
||||
new /obj/item/weapon/shard( loc )
|
||||
var/obj/item/weapon/circuitboard/card/M = new card_path( A )
|
||||
for (var/obj/C in src)
|
||||
C.loc = loc
|
||||
A.circuit = M
|
||||
A.state = 3
|
||||
A.icon_state = "3"
|
||||
A.anchored = 1
|
||||
del(src)
|
||||
else
|
||||
user << "\blue You disconnect the monitor."
|
||||
var/obj/computerframe/A = new /obj/computerframe( loc )
|
||||
var/obj/item/weapon/circuitboard/card/M = new card_path( A )
|
||||
for (var/obj/C in src)
|
||||
C.loc = loc
|
||||
A.circuit = M
|
||||
A.state = 4
|
||||
A.icon_state = "4"
|
||||
A.anchored = 1
|
||||
del(src)
|
||||
else
|
||||
attack_hand(user)
|
||||
return
|
||||
|
||||
/obj/datacore/proc/manifest()
|
||||
for(var/mob/living/carbon/human/H in world)
|
||||
if (!isnull(H.mind) && (H.mind.assigned_role != "MODE"))
|
||||
|
||||
@@ -1,34 +1,3 @@
|
||||
/obj/machinery/computer/crew/attackby(I as obj, user as mob)
|
||||
if(istype(I, /obj/item/weapon/screwdriver))
|
||||
playsound(src.loc, 'Screwdriver.ogg', 50, 1)
|
||||
if(do_after(user, 20))
|
||||
if (src.stat & BROKEN)
|
||||
user << "\blue The broken glass falls out."
|
||||
var/obj/computerframe/A = new /obj/computerframe( src.loc )
|
||||
new /obj/item/weapon/shard( src.loc )
|
||||
var/obj/item/weapon/circuitboard/crew/M = new /obj/item/weapon/circuitboard/crew( A )
|
||||
for (var/obj/C in src)
|
||||
C.loc = src.loc
|
||||
A.circuit = M
|
||||
A.state = 3
|
||||
A.icon_state = "3"
|
||||
A.anchored = 1
|
||||
del(src)
|
||||
else
|
||||
user << "\blue You disconnect the monitor."
|
||||
var/obj/computerframe/A = new /obj/computerframe( src.loc )
|
||||
var/obj/item/weapon/circuitboard/crew/M = new /obj/item/weapon/circuitboard/crew( A )
|
||||
for (var/obj/C in src)
|
||||
C.loc = src.loc
|
||||
A.circuit = M
|
||||
A.state = 4
|
||||
A.icon_state = "4"
|
||||
A.anchored = 1
|
||||
del(src)
|
||||
else
|
||||
src.attack_hand(user)
|
||||
return
|
||||
|
||||
/obj/machinery/computer/crew
|
||||
New()
|
||||
tracked = list()
|
||||
|
||||
@@ -1,51 +1,3 @@
|
||||
/obj/machinery/computer/prisoner
|
||||
name = "Prisoner Management"
|
||||
icon = 'computer.dmi'
|
||||
icon_state = "explosive"
|
||||
req_access = list(access_armory)
|
||||
|
||||
var/id = 0.0
|
||||
var/temp = null
|
||||
var/status = 0
|
||||
var/timeleft = 60
|
||||
var/stop = 0.0
|
||||
var/screen = 0 // 0 - No Access Denied, 1 - Access allowed
|
||||
var/malf_access = 0
|
||||
|
||||
/obj/machinery/computer/prisoner/attackby(I as obj, user as mob)
|
||||
if(istype(I, /obj/item/weapon/screwdriver))
|
||||
playsound(src.loc, 'Screwdriver.ogg', 50, 1)
|
||||
if(do_after(user, 20))
|
||||
if (src.stat & BROKEN)
|
||||
user << "\blue The broken glass falls out."
|
||||
var/obj/computerframe/A = new /obj/computerframe( src.loc )
|
||||
new /obj/item/weapon/shard( src.loc )
|
||||
var/obj/item/weapon/circuitboard/prisoner/M = new /obj/item/weapon/circuitboard/prisoner( A )
|
||||
for (var/obj/C in src)
|
||||
C.loc = src.loc
|
||||
M.id = src.id
|
||||
A.circuit = M
|
||||
A.state = 3
|
||||
A.icon_state = "3"
|
||||
A.anchored = 1
|
||||
del(src)
|
||||
else
|
||||
user << "\blue You disconnect the monitor."
|
||||
var/obj/computerframe/A = new /obj/computerframe( src.loc )
|
||||
var/obj/item/weapon/circuitboard/prisoner/M = new /obj/item/weapon/circuitboard/prisoner( A )
|
||||
for (var/obj/C in src)
|
||||
C.loc = src.loc
|
||||
M.id = src.id
|
||||
A.circuit = M
|
||||
A.state = 4
|
||||
A.icon_state = "4"
|
||||
A.anchored = 1
|
||||
del(src)
|
||||
|
||||
//else
|
||||
src.attack_hand(user)
|
||||
return
|
||||
|
||||
/obj/machinery/computer/prisoner/attack_ai(var/mob/user as mob)
|
||||
user << "\red Access Denied"
|
||||
if(user.icon_state == "ai-malf" && malf_access == 0)
|
||||
|
||||
@@ -1,34 +1,3 @@
|
||||
/obj/machinery/computer/med_data/attackby(I as obj, user as mob)
|
||||
if(istype(I, /obj/item/weapon/screwdriver))
|
||||
playsound(src.loc, 'Screwdriver.ogg', 50, 1)
|
||||
if(do_after(user, 20))
|
||||
if (src.stat & BROKEN)
|
||||
user << "\blue The broken glass falls out."
|
||||
var/obj/computerframe/A = new /obj/computerframe( src.loc )
|
||||
new /obj/item/weapon/shard( src.loc )
|
||||
var/obj/item/weapon/circuitboard/med_data/M = new /obj/item/weapon/circuitboard/med_data( A )
|
||||
for (var/obj/C in src)
|
||||
C.loc = src.loc
|
||||
A.circuit = M
|
||||
A.state = 3
|
||||
A.icon_state = "3"
|
||||
A.anchored = 1
|
||||
del(src)
|
||||
else
|
||||
user << "\blue You disconnect the monitor."
|
||||
var/obj/computerframe/A = new /obj/computerframe( src.loc )
|
||||
var/obj/item/weapon/circuitboard/med_data/M = new /obj/item/weapon/circuitboard/med_data( A )
|
||||
for (var/obj/C in src)
|
||||
C.loc = src.loc
|
||||
A.circuit = M
|
||||
A.state = 4
|
||||
A.icon_state = "4"
|
||||
A.anchored = 1
|
||||
del(src)
|
||||
else
|
||||
src.attack_hand(user)
|
||||
return
|
||||
|
||||
/obj/machinery/computer/med_data/attack_ai(user as mob)
|
||||
return src.attack_hand(user)
|
||||
|
||||
|
||||
@@ -18,6 +18,36 @@ var/reportingpower = 0 //this tracks whether this power monitoring computer is
|
||||
return
|
||||
interact(user)
|
||||
|
||||
/obj/machinery/power/monitor/attackby(I as obj, user as mob)
|
||||
if(istype(I, /obj/item/weapon/screwdriver))
|
||||
playsound(src.loc, 'Screwdriver.ogg', 50, 1)
|
||||
if(do_after(user, 20))
|
||||
if (src.stat & BROKEN)
|
||||
user << "\blue The broken glass falls out."
|
||||
var/obj/computerframe/A = new /obj/computerframe( src.loc )
|
||||
new /obj/item/weapon/shard( src.loc )
|
||||
var/obj/item/weapon/circuitboard/powermonitor/M = new /obj/item/weapon/circuitboard/powermonitor( A )
|
||||
for (var/obj/C in src)
|
||||
C.loc = src.loc
|
||||
A.circuit = M
|
||||
A.state = 3
|
||||
A.icon_state = "3"
|
||||
A.anchored = 1
|
||||
del(src)
|
||||
else
|
||||
user << "\blue You disconnect the monitor."
|
||||
var/obj/computerframe/A = new /obj/computerframe( src.loc )
|
||||
var/obj/item/weapon/circuitboard/powermonitor/M = new /obj/item/weapon/circuitboard/powermonitor( A )
|
||||
for (var/obj/C in src)
|
||||
C.loc = src.loc
|
||||
A.circuit = M
|
||||
A.state = 4
|
||||
A.icon_state = "4"
|
||||
A.anchored = 1
|
||||
del(src)
|
||||
else
|
||||
src.attack_hand(user)
|
||||
return
|
||||
|
||||
/obj/machinery/power/monitor/proc/interact(mob/user)
|
||||
|
||||
|
||||
@@ -1,50 +1,3 @@
|
||||
/obj/machinery/computer/robotics
|
||||
name = "Robotics Control"
|
||||
icon = 'computer.dmi'
|
||||
icon_state = "robot"
|
||||
req_access = list(access_robotics)
|
||||
|
||||
var/id = 0.0
|
||||
var/temp = null
|
||||
var/status = 0
|
||||
var/timeleft = 60
|
||||
var/stop = 0.0
|
||||
var/screen = 0 // 0 - Main Menu, 1 - Cyborg Status, 2 - Kill 'em All! -- In text
|
||||
|
||||
/obj/machinery/computer/robotics/attackby(I as obj, user as mob)
|
||||
if(istype(I, /obj/item/weapon/screwdriver))
|
||||
playsound(src.loc, 'Screwdriver.ogg', 50, 1)
|
||||
if(do_after(user, 20))
|
||||
if (src.stat & BROKEN)
|
||||
user << "\blue The broken glass falls out."
|
||||
var/obj/computerframe/A = new /obj/computerframe( src.loc )
|
||||
new /obj/item/weapon/shard( src.loc )
|
||||
var/obj/item/weapon/circuitboard/robotics/M = new /obj/item/weapon/circuitboard/robotics( A )
|
||||
for (var/obj/C in src)
|
||||
C.loc = src.loc
|
||||
M.id = src.id
|
||||
A.circuit = M
|
||||
A.state = 3
|
||||
A.icon_state = "3"
|
||||
A.anchored = 1
|
||||
del(src)
|
||||
else
|
||||
user << "\blue You disconnect the monitor."
|
||||
var/obj/computerframe/A = new /obj/computerframe( src.loc )
|
||||
var/obj/item/weapon/circuitboard/robotics/M = new /obj/item/weapon/circuitboard/robotics( A )
|
||||
for (var/obj/C in src)
|
||||
C.loc = src.loc
|
||||
M.id = src.id
|
||||
A.circuit = M
|
||||
A.state = 4
|
||||
A.icon_state = "4"
|
||||
A.anchored = 1
|
||||
del(src)
|
||||
|
||||
//else
|
||||
src.attack_hand(user)
|
||||
return
|
||||
|
||||
/obj/machinery/computer/robotics/attack_ai(var/mob/user as mob)
|
||||
return src.attack_hand(user)
|
||||
|
||||
|
||||
@@ -1,34 +1,3 @@
|
||||
/obj/machinery/computer/secure_data/attackby(I as obj, user as mob)
|
||||
if(istype(I, /obj/item/weapon/screwdriver))
|
||||
playsound(loc, 'Screwdriver.ogg', 50, 1)
|
||||
if(do_after(user, 20))
|
||||
if (stat & BROKEN)
|
||||
user << "\blue The broken glass falls out."
|
||||
var/obj/computerframe/A = new /obj/computerframe( loc )
|
||||
new /obj/item/weapon/shard( loc )
|
||||
var/obj/item/weapon/circuitboard/secure_data/M = new /obj/item/weapon/circuitboard/secure_data( A )
|
||||
for (var/obj/C in src)
|
||||
C.loc = loc
|
||||
A.circuit = M
|
||||
A.state = 3
|
||||
A.icon_state = "3"
|
||||
A.anchored = 1
|
||||
del(src)
|
||||
else
|
||||
user << "\blue You disconnect the monitor."
|
||||
var/obj/computerframe/A = new /obj/computerframe( loc )
|
||||
var/obj/item/weapon/circuitboard/secure_data/M = new /obj/item/weapon/circuitboard/secure_data( A )
|
||||
for (var/obj/C in src)
|
||||
C.loc = loc
|
||||
A.circuit = M
|
||||
A.state = 4
|
||||
A.icon_state = "4"
|
||||
A.anchored = 1
|
||||
del(src)
|
||||
else
|
||||
attack_hand(user)
|
||||
return
|
||||
|
||||
/obj/machinery/computer/secure_data/attack_ai(mob/user as mob)
|
||||
return attack_hand(user)
|
||||
|
||||
|
||||
@@ -25,6 +25,37 @@
|
||||
else
|
||||
src.attack_hand()
|
||||
|
||||
/obj/machinery/computer/teleporter/attackby(I as obj, user as mob)
|
||||
if(istype(I, /obj/item/weapon/screwdriver))
|
||||
playsound(src.loc, 'Screwdriver.ogg', 50, 1)
|
||||
if(do_after(user, 20))
|
||||
if (src.stat & BROKEN)
|
||||
user << "\blue The broken glass falls out."
|
||||
var/obj/computerframe/A = new /obj/computerframe( src.loc )
|
||||
new /obj/item/weapon/shard( src.loc )
|
||||
var/obj/item/weapon/circuitboard/teleporter/M = new /obj/item/weapon/circuitboard/teleporter( A )
|
||||
for (var/obj/C in src)
|
||||
C.loc = src.loc
|
||||
A.circuit = M
|
||||
A.state = 3
|
||||
A.icon_state = "3"
|
||||
A.anchored = 1
|
||||
del(src)
|
||||
else
|
||||
user << "\blue You disconnect the monitor."
|
||||
var/obj/computerframe/A = new /obj/computerframe( src.loc )
|
||||
var/obj/item/weapon/circuitboard/teleporter/M = new /obj/item/weapon/circuitboard/teleporter( A )
|
||||
for (var/obj/C in src)
|
||||
C.loc = src.loc
|
||||
A.circuit = M
|
||||
A.state = 4
|
||||
A.icon_state = "4"
|
||||
A.anchored = 1
|
||||
del(src)
|
||||
else
|
||||
src.attack_hand(user)
|
||||
return
|
||||
|
||||
/obj/machinery/computer/teleporter/attack_paw()
|
||||
src.attack_hand()
|
||||
|
||||
|
||||
@@ -128,6 +128,7 @@
|
||||
anchored = 1
|
||||
icon = 'mech_bay.dmi'
|
||||
icon_state = "recharge_comp"
|
||||
circuit = "/obj/item/weapon/circuitboard/mech_bay_power_console"
|
||||
var/autostart = 1
|
||||
var/voltage = 45
|
||||
var/turf/simulated/floor/mech_bay_recharge_floor/recharge_floor
|
||||
@@ -171,37 +172,6 @@
|
||||
if(recharge_port)
|
||||
recharge_port.stop_charge()
|
||||
|
||||
attackby(I as obj, user as mob)
|
||||
if(istype(I, /obj/item/weapon/screwdriver))
|
||||
playsound(src.loc, 'Screwdriver.ogg', 50, 1)
|
||||
if(do_after(user, 20))
|
||||
if (src.stat & BROKEN)
|
||||
user << "\blue The broken glass falls out."
|
||||
var/obj/computerframe/A = new /obj/computerframe( src.loc )
|
||||
new /obj/item/weapon/shard( src.loc )
|
||||
var/obj/item/weapon/circuitboard/mech_bay_power_console/M = new /obj/item/weapon/circuitboard/mech_bay_power_console( A )
|
||||
for (var/obj/C in src)
|
||||
C.loc = src.loc
|
||||
A.circuit = M
|
||||
A.state = 3
|
||||
A.icon_state = "3"
|
||||
A.anchored = 1
|
||||
del(src)
|
||||
else
|
||||
user << "\blue You disconnect the monitor."
|
||||
var/obj/computerframe/A = new /obj/computerframe( src.loc )
|
||||
var/obj/item/weapon/circuitboard/mech_bay_power_console/M = new /obj/item/weapon/circuitboard/mech_bay_power_console( A )
|
||||
for (var/obj/C in src)
|
||||
C.loc = src.loc
|
||||
A.circuit = M
|
||||
A.state = 4
|
||||
A.icon_state = "4"
|
||||
A.anchored = 1
|
||||
del(src)
|
||||
else
|
||||
src.attack_hand(user)
|
||||
return
|
||||
|
||||
attack_hand(mob/user as mob)
|
||||
if(..()) return
|
||||
var/output = "<html><head><title>[src.name]</title></head><body>"
|
||||
|
||||
@@ -3,39 +3,11 @@
|
||||
icon = 'computer.dmi'
|
||||
icon_state = "mecha"
|
||||
req_access = list(access_robotics)
|
||||
circuit = "/obj/item/weapon/circuitboard/mecha_control"
|
||||
var/list/located = list()
|
||||
var/screen = 0
|
||||
var/stored_data
|
||||
|
||||
attackby(I as obj, user as mob)
|
||||
if(istype(I, /obj/item/weapon/screwdriver))
|
||||
playsound(src.loc, 'Screwdriver.ogg', 50, 1)
|
||||
if(do_after(user, 20))
|
||||
if (src.stat & BROKEN)
|
||||
user << "\blue The broken glass falls out."
|
||||
var/obj/computerframe/A = new /obj/computerframe( src.loc )
|
||||
new /obj/item/weapon/shard( src.loc )
|
||||
var/obj/item/weapon/circuitboard/mecha_control/M = new /obj/item/weapon/circuitboard/mecha_control( A )
|
||||
for (var/obj/C in src)
|
||||
C.loc = src.loc
|
||||
A.circuit = M
|
||||
A.state = 3
|
||||
A.icon_state = "3"
|
||||
A.anchored = 1
|
||||
del(src)
|
||||
else
|
||||
user << "\blue You disconnect the monitor."
|
||||
var/obj/computerframe/A = new /obj/computerframe( src.loc )
|
||||
var/obj/item/weapon/circuitboard/mecha_control/M = new /obj/item/weapon/circuitboard/mecha_control( A )
|
||||
for (var/obj/C in src)
|
||||
C.loc = src.loc
|
||||
A.circuit = M
|
||||
A.state = 4
|
||||
A.icon_state = "4"
|
||||
A.anchored = 1
|
||||
del(src)
|
||||
return
|
||||
|
||||
attack_ai(var/mob/user as mob)
|
||||
return src.attack_hand(user)
|
||||
|
||||
|
||||
@@ -27,6 +27,8 @@
|
||||
light()
|
||||
else if(istype(W, /obj/item/weapon/match) && W:lit)
|
||||
light()
|
||||
else if(istype(W, /obj/item/candle) && W:lit)
|
||||
light()
|
||||
|
||||
|
||||
|
||||
@@ -63,6 +65,7 @@
|
||||
lit = 0
|
||||
update_icon()
|
||||
sd_SetLuminosity(0)
|
||||
user.sd_SetLuminosity(user.luminosity - CANDLE_LUM)
|
||||
|
||||
/obj/item/candle/pickup(mob/user)
|
||||
if(lit)
|
||||
|
||||
@@ -46,3 +46,61 @@
|
||||
name = "candle"
|
||||
icon = 'candle.dmi'
|
||||
icon_state = "candle4"
|
||||
|
||||
|
||||
/obj/item/trash/attackby(obj/item/weapon/W as obj, mob/user as mob)
|
||||
..()
|
||||
if (istype(W, /obj/item/weapon/trashbag))
|
||||
var/obj/item/weapon/trashbag/S = W
|
||||
if (S.mode == 1)
|
||||
for (var/obj/item/trash/O in locate(src.x,src.y,src.z))
|
||||
if (S.contents.len < S.capacity)
|
||||
S.contents += O;
|
||||
else
|
||||
user << "\blue The bag is full."
|
||||
break
|
||||
user << "\blue You pick up all trash."
|
||||
else
|
||||
if (S.contents.len < S.capacity)
|
||||
S.contents += src;
|
||||
else
|
||||
user << "\blue The bag is full."
|
||||
S.update_icon()
|
||||
return
|
||||
|
||||
/obj/item/weapon/trashbag
|
||||
icon = 'trash.dmi'
|
||||
icon_state = "trashbag0"
|
||||
item_state = "trashbag"
|
||||
name = "Trash bag"
|
||||
var/mode = 0; //0 = pick one at a time, 1 = pick all on tile
|
||||
var/capacity = 25; //the number of trash it can carry.
|
||||
flags = FPRINT | TABLEPASS | ONBELT
|
||||
w_class = 1
|
||||
|
||||
/obj/item/weapon/trashbag/update_icon()
|
||||
if(contents.len == 0)
|
||||
icon_state = "trashbag0"
|
||||
else if(contents.len < 12)
|
||||
icon_state = "trashbag1"
|
||||
else if(contents.len < 25)
|
||||
icon_state = "trashbag2"
|
||||
else icon_state = "trashbag3"
|
||||
|
||||
/obj/item/weapon/trashbag/attackby(obj/item/weapon/W as obj, mob/user as mob)
|
||||
..()
|
||||
if (istype(W, /obj/item/trash))
|
||||
var/obj/item/trash/O = W
|
||||
src.contents += O;
|
||||
return
|
||||
|
||||
/obj/item/weapon/trashbag/verb/toggle_mode()
|
||||
set name = "Switch Bag Method"
|
||||
set category = "Object"
|
||||
|
||||
mode = !mode
|
||||
switch (mode)
|
||||
if(1)
|
||||
usr << "The bag now picks up all trash in a tile at once."
|
||||
if(0)
|
||||
usr << "The bag now picks up one trash at a time."
|
||||
@@ -111,6 +111,15 @@ datum
|
||||
materials = list("$glass" = 2000, "acid" = 20)
|
||||
build_path = "/obj/item/weapon/circuitboard/med_data"
|
||||
|
||||
operating
|
||||
name = "Circuit Design (Operating Computer)"
|
||||
desc = "Allows for the construction of circuit boards used to build an operating computer console."
|
||||
id = "operating"
|
||||
req_tech = list("programming" = 2, "biotech" = 2)
|
||||
build_type = IMPRINTER
|
||||
materials = list("$glass" = 2000, "acid" = 20)
|
||||
build_path = "/obj/item/weapon/circuitboard/operating"
|
||||
|
||||
pandemic
|
||||
name = "Circuit Design (PanD.E.M.I.C. 2200)"
|
||||
desc = "Allows for the construction of circuit boards used to build a PanD.E.M.I.C. 2200 console."
|
||||
@@ -266,7 +275,7 @@ datum
|
||||
|
||||
mechapower
|
||||
name = "Circuit Design (Mech Bay Power Control Console)"
|
||||
desc = "Allows for the construction of circuit boards used to build an mech bay power control console."
|
||||
desc = "Allows for the construction of circuit boards used to build a mech bay power control console."
|
||||
id = "mechapower"
|
||||
req_tech = list("programming" = 2, "powerstorage" = 3)
|
||||
build_type = IMPRINTER
|
||||
@@ -275,13 +284,40 @@ datum
|
||||
|
||||
rdconsole
|
||||
name = "Circuit Design (R&D Console)"
|
||||
desc = "Allows for the construction of circuit boards used to build an new R&D console."
|
||||
desc = "Allows for the construction of circuit boards used to build a new R&D console."
|
||||
id = "rdconsole"
|
||||
req_tech = list("programming" = 6)
|
||||
req_tech = list("programming" = 4)
|
||||
build_type = IMPRINTER
|
||||
materials = list("$glass" = 2000, "acid" = 20)
|
||||
build_path = "/obj/item/weapon/circuitboard/rdconsole"
|
||||
|
||||
ordercomp
|
||||
name = "Circuit Design (Supply ordering console)"
|
||||
desc = "Allows for the construction of circuit boards used to build a Supply ordering console."
|
||||
id = "ordercomp"
|
||||
req_tech = list("programming" = 2)
|
||||
build_type = IMPRINTER
|
||||
materials = list("$glass" = 2000, "acid" = 20)
|
||||
build_path = "/obj/item/weapon/circuitboard/ordercomp"
|
||||
|
||||
supplycomp
|
||||
name = "Circuit Design (Supply shuttle console)"
|
||||
desc = "Allows for the construction of circuit boards used to build a Supply shuttle console."
|
||||
id = "supplycomp"
|
||||
req_tech = list("programming" = 3)
|
||||
build_type = IMPRINTER
|
||||
materials = list("$glass" = 2000, "acid" = 20)
|
||||
build_path = "/obj/item/weapon/circuitboard/supplycomp"
|
||||
|
||||
mining
|
||||
name = "Circuit Design (Outpost Status Display)"
|
||||
desc = "Allows for the construction of circuit boards used to build an outpost status display console."
|
||||
id = "mining"
|
||||
req_tech = list("programming" = 2)
|
||||
build_type = IMPRINTER
|
||||
materials = list("$glass" = 2000, "acid" = 20)
|
||||
build_path = "/obj/item/weapon/circuitboard/mining"
|
||||
|
||||
///////////////////////////////////
|
||||
//////////AI Module Disks//////////
|
||||
///////////////////////////////////
|
||||
|
||||
@@ -74,6 +74,7 @@ var/ordernum=0
|
||||
icon = 'computer.dmi'
|
||||
icon_state = "supply"
|
||||
req_access = list(access_cargo)
|
||||
circuit = "/obj/item/weapon/circuitboard/supplycomp"
|
||||
var/temp = null
|
||||
var/hacked = 0
|
||||
|
||||
@@ -81,6 +82,7 @@ var/ordernum=0
|
||||
name = "Supply ordering console"
|
||||
icon = 'computer.dmi'
|
||||
icon_state = "request"
|
||||
circuit = "/obj/item/weapon/circuitboard/ordercomp"
|
||||
var/temp = null
|
||||
|
||||
/obj/marker/supplymarker
|
||||
@@ -208,31 +210,18 @@ var/ordernum=0
|
||||
|
||||
return
|
||||
|
||||
/obj/machinery/computer/ordercomp/attackby(I as obj, user as mob)
|
||||
return src.attack_hand(user)
|
||||
|
||||
/obj/machinery/computer/ordercomp/attack_ai(var/mob/user as mob)
|
||||
return src.attack_hand(user)
|
||||
|
||||
/obj/machinery/computer/ordercomp/attack_paw(var/mob/user as mob)
|
||||
return src.attack_hand(user)
|
||||
|
||||
/obj/machinery/computer/supplycomp/attackby(I as obj, user as mob)
|
||||
return src.attack_hand(user)
|
||||
|
||||
/obj/machinery/computer/supplycomp/attack_ai(var/mob/user as mob)
|
||||
return src.attack_hand(user)
|
||||
|
||||
/obj/machinery/computer/supplycomp/attack_paw(var/mob/user as mob)
|
||||
return src.attack_hand(user)
|
||||
|
||||
/obj/machinery/computer/supplycomp/attackby(I as obj, user as mob)
|
||||
if(istype(I,/obj/item/weapon/card/emag) && !hacked)
|
||||
user << "\blue Special supplies unlocked."
|
||||
src.hacked = 1
|
||||
else
|
||||
return src.attack_hand(user)
|
||||
|
||||
/obj/machinery/computer/ordercomp/attack_hand(var/mob/user as mob)
|
||||
if(..())
|
||||
return
|
||||
@@ -365,6 +354,41 @@ var/ordernum=0
|
||||
onclose(user, "computer")
|
||||
return
|
||||
|
||||
/obj/machinery/computer/supplycomp/attackby(I as obj, user as mob)
|
||||
if(istype(I,/obj/item/weapon/card/emag) && !hacked)
|
||||
user << "\blue Special supplies unlocked."
|
||||
src.hacked = 1
|
||||
return
|
||||
if(istype(I, /obj/item/weapon/screwdriver))
|
||||
playsound(src.loc, 'Screwdriver.ogg', 50, 1)
|
||||
if(do_after(user, 20))
|
||||
if (src.stat & BROKEN)
|
||||
user << "\blue The broken glass falls out."
|
||||
var/obj/computerframe/A = new /obj/computerframe( src.loc )
|
||||
new /obj/item/weapon/shard( src.loc )
|
||||
var/obj/item/weapon/circuitboard/supplycomp/M = new /obj/item/weapon/circuitboard/supplycomp( A )
|
||||
for (var/obj/C in src)
|
||||
C.loc = src.loc
|
||||
A.circuit = M
|
||||
A.state = 3
|
||||
A.icon_state = "3"
|
||||
A.anchored = 1
|
||||
del(src)
|
||||
else
|
||||
user << "\blue You disconnect the monitor."
|
||||
var/obj/computerframe/A = new /obj/computerframe( src.loc )
|
||||
var/obj/item/weapon/circuitboard/supplycomp/M = new /obj/item/weapon/circuitboard/supplycomp( A )
|
||||
for (var/obj/C in src)
|
||||
C.loc = src.loc
|
||||
A.circuit = M
|
||||
A.state = 4
|
||||
A.icon_state = "4"
|
||||
A.anchored = 1
|
||||
del(src)
|
||||
else
|
||||
src.attack_hand(user)
|
||||
return
|
||||
|
||||
/obj/machinery/computer/supplycomp/Topic(href, href_list)
|
||||
if(..())
|
||||
return
|
||||
|
||||
Binary file not shown.
|
Before Width: | Height: | Size: 7.3 KiB After Width: | Height: | Size: 2.7 KiB |
Binary file not shown.
|
Before Width: | Height: | Size: 3.0 KiB After Width: | Height: | Size: 3.7 KiB |
@@ -41,7 +41,6 @@
|
||||
#define FILE_DIR "code/game/gamemodes/revolution"
|
||||
#define FILE_DIR "code/game/gamemodes/sandbox"
|
||||
#define FILE_DIR "code/game/gamemodes/traitor"
|
||||
#define FILE_DIR "code/game/gamemodes/traitor_pair"
|
||||
#define FILE_DIR "code/game/gamemodes/wizard"
|
||||
#define FILE_DIR "code/game/jobs"
|
||||
#define FILE_DIR "code/game/machinery"
|
||||
|
||||
Reference in New Issue
Block a user