/obj/item/weapon/rig/attackby(obj/item/W as obj, mob/living/user as mob)
if(!istype(user))
return 0
if(electrified != 0)
if(shock(user)) //Handles removing charge from the cell, as well. No need to do that here.
return
// Pass repair items on to the chestpiece.
if(chest && (istype(W,/obj/item/stack/material) || istype(W, /obj/item/weapon/weldingtool)))
return chest.attackby(W,user)
// Lock or unlock the access panel.
if(W.GetID())
if(subverted)
locked = 0
to_chat(user, "It looks like the locking system has been shorted out.")
return
if(!LAZYLEN(req_access) && !LAZYLEN(req_one_access))
locked = 0
to_chat(user, "\The [src] doesn't seem to have a locking mechanism.")
return
if(security_check_enabled && !src.allowed(user))
to_chat(user, "Access denied.")
return
locked = !locked
to_chat(user, "You [locked ? "lock" : "unlock"] \the [src] access panel.")
return
else if(W.is_crowbar())
if(!open && locked)
to_chat(user, "The access panel is locked shut.")
return
open = !open
to_chat(user, "You [open ? "open" : "close"] the access panel.")
return
if(open)
// Hacking.
if(W.is_wirecutter() || istype(W, /obj/item/device/multitool))
if(open)
wires.Interact(user)
else
to_chat(user, "You can't reach the wiring.")
return
// Air tank.
if(istype(W,/obj/item/weapon/tank)) //Todo, some kind of check for suits without integrated air supplies.
if(air_supply)
to_chat(user, "\The [src] already has a tank installed.")
return
if(!user.unEquip(W))
return
air_supply = W
W.forceMove(src)
to_chat(user, "You slot [W] into [src] and tighten the connecting valve.")
return
// Check if this is a hardsuit upgrade or a modification.
else if(istype(W,/obj/item/rig_module))
if(istype(src.loc,/mob/living/carbon/human))
var/mob/living/carbon/human/H = src.loc
if(H.back == src || H.belt == src)
to_chat(user, "You can't install a hardsuit module while the suit is being worn.")
return 1
if(!installed_modules)
installed_modules = list()
if(installed_modules.len)
for(var/obj/item/rig_module/installed_mod in installed_modules)
if(!installed_mod.redundant && istype(installed_mod,W))
to_chat(user, "The hardsuit already has a module of that class installed.")
return 1
var/obj/item/rig_module/mod = W
to_chat(user, "You begin installing \the [mod] into \the [src].")
if(!do_after(user,40))
return
if(!user || !W)
return
if(!user.unEquip(mod))
return
to_chat(user, "You install \the [mod] into \the [src].")
installed_modules |= mod
mod.forceMove(src)
mod.installed(src)
update_icon()
return 1
else if(!cell && istype(W,/obj/item/weapon/cell))
if(!user.unEquip(W))
return
to_chat(user, "You jack \the [W] into \the [src]'s battery mount.")
W.forceMove(src)
src.cell = W
return
else if(W.is_wrench())
if(!air_supply)
to_chat(user, "There is no tank to remove.")
return
if(user.r_hand && user.l_hand)
air_supply.forceMove(get_turf(user))
else
user.put_in_hands(air_supply)
to_chat(user, "You detach and remove \the [air_supply].")
air_supply = null
return
else if(W.is_screwdriver())
var/list/current_mounts = list()
if(cell) current_mounts += "cell"
if(installed_modules && installed_modules.len) current_mounts += "system module"
var/to_remove = tgui_input_list(usr, "Which would you like to modify?", "Removal Choice", current_mounts)
if(!to_remove)
return
if(istype(src.loc,/mob/living/carbon/human) && to_remove != "cell")
var/mob/living/carbon/human/H = src.loc
if(H.back == src || H.belt == src)
to_chat(user, "You can't remove an installed device while the hardsuit is being worn.")
return
switch(to_remove)
if("cell")
if(cell && !unremovable_cell) //CHOMP Edit - addition for living protean hardsuit
to_chat(user, "You detach \the [cell] from \the [src]'s battery mount.")
for(var/obj/item/rig_module/module in installed_modules)
module.deactivate()
if(user.r_hand && user.l_hand)
cell.forceMove(get_turf(user))
else
cell.forceMove(user.put_in_hands(cell))
cell = null
else
to_chat(user, "There is nothing loaded in that mount.")
if("system module")
var/list/possible_removals = list()
for(var/obj/item/rig_module/module in installed_modules)
if(module.permanent)
continue
possible_removals[module.name] = module
if(!possible_removals.len)
to_chat(user, "There are no installed modules to remove.")
return
var/removal_choice = tgui_input_list(usr, "Which module would you like to remove?", "Removal Choice", possible_removals)
if(!removal_choice)
return
var/obj/item/rig_module/removed = possible_removals[removal_choice]
to_chat(user, "You detach \the [removed] from \the [src].")
removed.forceMove(get_turf(src))
removed.removed()
installed_modules -= removed
update_icon()
return
// If we've gotten this far, all we have left to do before we pass off to root procs
// is check if any of the loaded modules want to use the item we've been given.
for(var/obj/item/rig_module/module in installed_modules)
if(module.accepts_item(W,user)) //Item is handled in this proc
return
..()
/obj/item/weapon/rig/attack_hand(var/mob/user)
if(electrified != 0)
if(shock(user)) //Handles removing charge from the cell, as well. No need to do that here.
return
..()
/obj/item/weapon/rig/emag_act(var/remaining_charges, var/mob/user)
if(!subverted)
LAZYCLEARLIST(req_access)
LAZYCLEARLIST(req_one_access)
locked = 0
subverted = 1
to_chat(user, "You short out the access protocol for the suit.")
return 1