Welding tool: Mostly code-related, the players won't notice much.

- Welding tool code how has proper comments! Maybe not "proper" but at least I don't lie and say a proc is/does something that it doesn't actually do.
- Welders now start full of fuel instead of some random amount between 10-20
- Someone decided it would be a good idea to set the welding tool's 'on/off' var in a ton of attackby() procs. These objects and turfs shouldnt even touch this variable. This is why people have been noticing their welding being on without the sprite or damagetype and amount reflecting that.
- - I've removed a bunch of these instances but there are so many objects and turfs spread out through the code, there's no way to know if I've got them all (This is the majority of the files)
- - I've created a new proc in welding tools that checks to see if they are turned on or not. "isOn()"
- - Since I'm not sure if I've gotten every instance of this force-var-on, I've set the welding tool to update it's icon every process(). I hate adding checks like this to processes but it's necessary for now.
- Added a setWelding() proc. If you HAVE to turn the welding tool on or off, use this, don't just change the var. In fact, dont even touch the 'welding' var anymore
- Fixes issue 435

While changing the hundreds(literally) of cases of welding tool uses I've
- Changed some :'s (object:varorproc) I've come across into .'s (object.varorproc)
- Added checks to make sure the welding tool is actually on before using it (some attackby()'s didnt have this. Heck, some checked how much fuel you had, but didn't actually USE the fuel)
- Added sanity checks after some do_after()s that were missing them

Added traitor uplink items back to erro's stat tracker
- Added 'random' with the tag "RN"
- Added thermal meson glasses with the tag "TM"
- Reorganized uplinks.dm a little by moving the 'random' item generation to its own proc
- NOTE: I have absolutely no way to test this on my own, but it should work!

I've tested a bunch of construction/deconstructions with the welding tool, but again I've probably missed a few things. If there are any problems, please let me know and I'll fix them asap.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3741 316c924e-a436-60f5-8080-3fe189b3f50e
This commit is contained in:
johnsonmt88@gmail.com
2012-06-04 22:56:11 +00:00
parent 3f66d897a2
commit fa65c484cd
39 changed files with 647 additions and 525 deletions

View File

@@ -146,7 +146,8 @@
user << "\red The [src.name] needs to be unwelded from the floor."
return
if(istype(W, /obj/item/weapon/weldingtool) && W:welding)
if(istype(W, /obj/item/weapon/weldingtool))
var/obj/item/weapon/weldingtool/WT = W
if(active)
user << "Turn off the [src] first."
return
@@ -154,29 +155,27 @@
if(0)
user << "\red The [src.name] needs to be wrenched to the floor."
if(1)
if (W:remove_fuel(0,user))
W:welding = 2
if (WT.remove_fuel(0,user))
playsound(src.loc, 'Welder2.ogg', 50, 1)
user.visible_message("[user.name] starts to weld the [src.name] to the floor.", \
"You start to weld the [src] to the floor.", \
"You hear welding")
if (do_after(user,20))
if(!src || !WT.isOn()) return
state = 2
user << "You weld the [src] to the floor."
W:welding = 1
else
user << "\red You need more welding fuel to complete this task."
if(2)
if (W:remove_fuel(0,user))
W:welding = 2
if (WT.remove_fuel(0,user))
playsound(src.loc, 'Welder2.ogg', 50, 1)
user.visible_message("[user.name] starts to cut the [src.name] free from the floor.", \
"You start to cut the [src] free from the floor.", \
"You hear welding")
if (do_after(user,20))
if(!src || !WT.isOn()) return
state = 1
user << "You cut the [src] free from the floor."
W:welding = 1
else
user << "\red You need more welding fuel to complete this task."
return

View File

@@ -118,35 +118,34 @@ field_generator power level display
if(2)
user << "\red The [src.name] needs to be unwelded from the floor."
return
else if(istype(W, /obj/item/weapon/weldingtool) && W:welding)
else if(istype(W, /obj/item/weapon/weldingtool))
var/obj/item/weapon/weldingtool/WT = W
switch(state)
if(0)
user << "\red The [src.name] needs to be wrenched to the floor."
return
if(1)
if (W:remove_fuel(0,user))
W:welding = 2
if (WT.remove_fuel(0,user))
playsound(src.loc, 'Welder2.ogg', 50, 1)
user.visible_message("[user.name] starts to weld the [src.name] to the floor.", \
"You start to weld the [src] to the floor.", \
"You hear welding")
if (do_after(user,20))
if(!src || !WT.isOn()) return
state = 2
user << "You weld the field generator to the floor."
W:welding = 1
else
return
if(2)
if (W:remove_fuel(0,user))
W:welding = 2
if (WT.remove_fuel(0,user))
playsound(src.loc, 'Welder2.ogg', 50, 1)
user.visible_message("[user.name] starts to cut the [src.name] free from the floor.", \
"You start to cut the [src] free from the floor.", \
"You hear welding")
if (do_after(user,20))
if(!src || !WT.isOn()) return
state = 1
user << "You cut the [src] free from the floor."
W:welding = 2
else
return
else