#define ONLY_DEPLOY 1
#define ONLY_RETRACT 2
#define SEAL_DELAY 30
/*
* Defines the behavior of hardsuits/rigs/power armour.
*/
/obj/item/weapon/rig
name = "hardsuit control module"
icon = 'icons/obj/rig_modules.dmi'
desc = "A back-mounted hardsuit deployment and control mechanism."
slot_flags = SLOT_BACK
req_one_access = list()
req_access = list()
w_class = 4
// These values are passed on to all component pieces.
armor = list(melee = 40, bullet = 5, laser = 20,energy = 5, bomb = 35, bio = 100, rad = 20)
min_cold_protection_temperature = SPACE_SUIT_MIN_COLD_PROTECTION_TEMPERATURE
max_heat_protection_temperature = SPACE_SUIT_MAX_HEAT_PROTECTION_TEMPERATURE
siemens_coefficient = 0.1
permeability_coefficient = 0.1
unacidable = 1
var/interface_path = "hardsuit.tmpl"
var/ai_interface_path = "hardsuit.tmpl"
var/interface_title = "Hardsuit Controller"
// Keeps track of what this rig should spawn with.
var/suit_type = "hardsuit"
var/list/initial_modules
var/chest_type = /obj/item/clothing/suit/space/rig
var/helm_type = /obj/item/clothing/head/helmet/space/rig
var/boot_type = /obj/item/clothing/shoes/magboots/rig
var/glove_type = /obj/item/clothing/gloves/rig
var/cell_type = /obj/item/weapon/cell/high
var/air_type = /obj/item/weapon/tank/oxygen
//Component/device holders.
var/obj/item/weapon/tank/air_supply // Air tank, if any.
var/obj/item/clothing/shoes/boots = null // Deployable boots, if any.
var/obj/item/clothing/suit/space/rig/chest // Deployable chestpiece, if any.
var/obj/item/clothing/head/helmet/space/rig/helmet = null // Deployable helmet, if any.
var/obj/item/clothing/gloves/rig/gloves = null // Deployable gauntlets, if any.
var/obj/item/weapon/cell/cell // Power supply, if any.
var/obj/item/rig_module/selected_module = null // Primary system (used with middle-click)
var/obj/item/rig_module/vision/visor // Kinda shitty to have a var for a module, but saves time.
var/obj/item/rig_module/voice/speech // As above.
var/mob/living/carbon/human/wearer // The person currently wearing the rig.
var/image/mob_icon // Holder for on-mob icon.
var/list/installed_modules = list() // Power consumption/use bookkeeping.
// Rig status vars.
var/open = 0 // Access panel status.
var/locked = 1 // Lock status.
var/subverted = 0
var/interface_locked = 0
var/control_overridden = 0
var/ai_override_enabled = 0
var/security_check_enabled = 1
var/malfunctioning = 0
var/malfunction_delay = 0
var/electrified = 0
var/locked_down = 0
var/locked_dna = null
var/sealing // Keeps track of seal status independantly of canremove.
var/offline = 1 // Should we be applying suit maluses?
var/offline_slowdown = 3 // If the suit is deployed and unpowered, it sets slowdown to this.
var/vision_restriction
var/offline_vision_restriction = 1 // 0 - none, 1 - welder vision, 2 - blind. Maybe move this to helmets.
var/emp_protection = 0
// Wiring! How exciting.
var/datum/wires/rig/wires
var/datum/effect/effect/system/spark_spread/spark_system
/obj/item/weapon/rig/examine()
usr << "This is \icon[src][src.name]."
usr << "[src.desc]"
if(wearer)
for(var/obj/item/piece in list(helmet,gloves,chest,boots))
if(!piece || piece.loc != wearer)
continue
usr << "\icon[piece] \The [piece] [piece.gender == PLURAL ? "are" : "is"] deployed."
if(src.loc == usr)
usr << "The maintenance panel is [open ? "open" : "closed"]."
usr << "Hardsuit systems are [offline ? "offline" : "online"]."
/obj/item/weapon/rig/New()
..()
item_state = icon_state
wires = new(src)
if((!req_access || !req_access.len) && (!req_one_access || !req_one_access.len))
locked = 0
spark_system = new()
spark_system.set_up(5, 0, src)
spark_system.attach(src)
processing_objects |= src
if(initial_modules && initial_modules.len)
for(var/path in initial_modules)
var/obj/item/rig_module/module = new path(src)
installed_modules += module
module.installed(src)
// Create and initialize our various segments.
if(cell_type)
cell = new cell_type(src)
if(air_type)
air_supply = new air_type(src)
if(glove_type)
gloves = new glove_type(src)
verbs |= /obj/item/weapon/rig/proc/toggle_gauntlets
if(helm_type)
helmet = new helm_type(src)
verbs |= /obj/item/weapon/rig/proc/toggle_helmet
if(boot_type)
boots = new boot_type(src)
verbs |= /obj/item/weapon/rig/proc/toggle_boots
if(chest_type)
chest = new chest_type(src)
if(allowed)
chest.allowed = allowed
chest.slowdown = offline_slowdown
verbs |= /obj/item/weapon/rig/proc/toggle_chest
for(var/obj/item/piece in list(gloves,helmet,boots,chest))
if(!istype(piece))
continue
piece.canremove = 0
piece.name = "[suit_type] [initial(piece.name)]"
piece.desc = "It seems to be part of a [src.name]."
piece.icon_state = "[initial(icon_state)]"
piece.min_cold_protection_temperature = min_cold_protection_temperature
piece.max_heat_protection_temperature = max_heat_protection_temperature
piece.siemens_coefficient = siemens_coefficient
piece.permeability_coefficient = permeability_coefficient
piece.unacidable = unacidable
if(islist(armor)) piece.armor = armor.Copy()
update_icon(1)
/obj/item/weapon/rig/Del()
for(var/obj/item/piece in list(gloves,boots,helmet,chest))
var/mob/living/M = piece.loc
if(istype(M))
M.drop_from_inventory(piece)
del(piece)
processing_objects -= src
..()
/obj/item/weapon/rig/proc/suit_is_deployed()
if(!istype(wearer) || src.loc != wearer || wearer.back != src)
return 0
if(helm_type && !(helmet && wearer.head == helmet))
return 0
if(glove_type && !(gloves && wearer.gloves == gloves))
return 0
if(boot_type && !(boots && wearer.shoes == boots))
return 0
if(chest_type && !(chest && wearer.wear_suit == chest))
return 0
return 1
/obj/item/weapon/rig/proc/reset()
offline = 2
canremove = 1
for(var/obj/item/piece in list(helmet,boots,gloves,chest))
if(!piece) continue
piece.icon_state = "[initial(icon_state)]"
piece.flags &= ~STOPPRESSUREDAMAGE
piece.flags &= ~AIRTIGHT
update_icon(1)
/obj/item/weapon/rig/proc/toggle_seals(var/mob/living/carbon/human/M,var/instant)
if(sealing) return
if(!check_power_cost(M))
return 0
deploy(M,instant)
var/seal_target = !canremove
var/failed_to_seal
canremove = 0 // No removing the suit while unsealing.
sealing = 1
if(!seal_target && !suit_is_deployed())
M.visible_message("[M]'s suit flashes an error light.","Your suit flashes an error light. It can't function properly without being fully deployed.")
failed_to_seal = 1
if(!failed_to_seal)
if(!instant)
M.visible_message("[M]'s suit emits a quiet hum as it begins to adjust its seals.","With a quiet hum, the suit begins running checks and adjusting components.")
if(!do_after(M,SEAL_DELAY))
if(M) M << "You must remain still while the suit is adjusting the components."
failed_to_seal = 1
if(!M)
failed_to_seal = 1
else
for(var/list/piece_data in list(list(M.shoes,boots,"boots",boot_type),list(M.gloves,gloves,"gloves",glove_type),list(M.head,helmet,"helmet",helm_type),list(M.wear_suit,chest,"chest",chest_type)))
var/obj/item/piece = piece_data[1]
var/obj/item/compare_piece = piece_data[2]
var/msg_type = piece_data[3]
var/piece_type = piece_data[4]
if(!piece || !piece_type)
continue
if(!istype(M) || !istype(piece) || !istype(compare_piece) || !msg_type)
if(M) M << "You must remain still while the suit is adjusting the components."
failed_to_seal = 1
break
if(!failed_to_seal && M.back == src && piece == compare_piece)
if(!instant)
if(!do_after(M,SEAL_DELAY,needhand=0))
failed_to_seal = 1
piece.icon_state = "[initial(icon_state)][!seal_target ? "_sealed" : ""]"
switch(msg_type)
if("boots")
M << "\The [piece] [!seal_target ? "seal around your feet" : "relax their grip on your legs"]."
M.update_inv_shoes()
if("gloves")
M << "\The [piece] [!seal_target ? "tighten around your fingers and wrists" : "become loose around your fingers"]."
M.update_inv_gloves()
if("chest")
M << "\The [piece] [!seal_target ? "cinches tight again your chest" : "releases your chest"]."
M.update_inv_wear_suit()
if("helmet")
M << "\The [piece] hisses [!seal_target ? "closed" : "open"]."
M.update_inv_head()
if(helmet)
if(!seal_target)
if(flags & AIRTIGHT)
helmet.flags |= AIRTIGHT
else
helmet.flags &= ~AIRTIGHT
helmet.update_light(wearer)
//sealed pieces become airtight, protecting against diseases
if (!seal_target)
piece.armor["bio"] = 100
else
piece.armor["bio"] = src.armor["bio"]
else
failed_to_seal = 1
if((M && !(istype(M) && M.back == src) && !istype(M,/mob/living/silicon)) || (!seal_target && !suit_is_deployed()))
failed_to_seal = 1
sealing = null
if(failed_to_seal)
for(var/obj/item/piece in list(helmet,boots,gloves,chest))
if(!piece) continue
piece.icon_state = "[initial(icon_state)][!seal_target ? "" : "_sealed"]"
canremove = !seal_target
if(helmet)
if(canremove)
if(flags & AIRTIGHT)
helmet.flags |= AIRTIGHT
else
if(flags & AIRTIGHT)
helmet.flags &= ~AIRTIGHT
update_icon(1)
return 0
// Success!
canremove = seal_target
M << "Your entire suit [canremove ? "loosens as the components relax" : "tightens around you as the components lock into place"]."
if(canremove)
for(var/obj/item/rig_module/module in installed_modules)
module.deactivate()
for(var/obj/item/piece in list(helmet,boots,gloves,chest))
if(!piece) continue
if(canremove)
piece.flags &= ~STOPPRESSUREDAMAGE
piece.flags &= ~AIRTIGHT
else
piece.flags |= STOPPRESSUREDAMAGE
piece.flags |= AIRTIGHT
update_icon(1)
/obj/item/weapon/rig/process()
// If we've lost any parts, grab them back.
var/mob/living/M
for(var/obj/item/piece in list(gloves,boots,helmet,chest))
if(piece.loc != src && !(wearer && piece.loc == wearer))
if(istype(piece.loc, /mob/living))
M = piece.loc
M.drop_from_inventory(piece)
piece.loc = src
if(!istype(wearer) || loc != wearer || wearer.back != src || canremove || !cell || cell.charge <= 0)
if(!cell || cell.charge <= 0)
if(electrified > 0)
electrified = 0
if(!offline)
if(istype(wearer))
if(!canremove)
if (offline_slowdown < 3)
wearer << "Your suit beeps stridently, and suddenly goes dead."
else
wearer << "Your suit beeps stridently, and suddenly you're wearing a leaden mass of metal and plastic composites instead of a powered suit."
if(offline_vision_restriction == 1)
wearer << "The suit optics flicker and die, leaving you with restricted vision."
else if(offline_vision_restriction == 2)
wearer << "The suit optics drop out completely, drowning you in darkness."
if(!offline)
offline = 1
else
if(offline)
offline = 0
chest.slowdown = initial(slowdown)
if(offline)
if(offline == 1)
for(var/obj/item/rig_module/module in installed_modules)
module.deactivate()
offline = 2
chest.slowdown = offline_slowdown
return
if(cell && cell.charge > 0 && electrified > 0)
electrified--
if(malfunction_delay > 0)
malfunction_delay--
else if(malfunctioning)
malfunctioning--
malfunction()
for(var/obj/item/rig_module/module in installed_modules)
cell.use(module.process()*10)
/obj/item/weapon/rig/proc/check_power_cost(var/mob/living/user, var/cost, var/use_unconcious, var/obj/item/rig_module/mod, var/user_is_ai)
if(!istype(user))
return 0
var/fail_msg
if(!user_is_ai)
var/mob/living/carbon/human/H = user
if(istype(H) && H.back != src)
fail_msg = "You must be wearing \the [src] to do this."
else if(user.incorporeal_move)
fail_msg = "You must be solid to do this."
if(sealing)
fail_msg = "The hardsuit is in the process of adjusting seals and cannot be activated."
else if(!fail_msg && ((use_unconcious && user.stat > 1) || (!use_unconcious && user.stat)))
fail_msg = "You are in no fit state to do that."
else if(!cell)
fail_msg = "There is no cell installed in the suit."
else if(cost && cell.charge < cost * 10) //TODO: Cellrate?
fail_msg = "Not enough stored power."
if(fail_msg)
user << "[fail_msg]"
return 0
// This is largely for cancelling stealth and whatever.
if(mod && mod.disruptive)
for(var/obj/item/rig_module/module in (installed_modules - mod))
if(module.active && module.disruptable)
module.deactivate()
cell.use(cost*10)
return 1
/obj/item/weapon/rig/ui_interact(mob/user, ui_key = "main", var/datum/nanoui/ui = null, var/force_open = 1)
if(!user)
return
var/list/data = list()
if(selected_module)
data["primarysystem"] = "[selected_module.interface_name]"
if(src.loc != user)
data["ai"] = 1
data["seals"] = "[src.canremove]"
data["sealing"] = "[src.sealing]"
data["helmet"] = (helmet ? "[helmet.name]" : "None.")
data["gauntlets"] = (gloves ? "[gloves.name]" : "None.")
data["boots"] = (boots ? "[boots.name]" : "None.")
data["chest"] = (chest ? "[chest.name]" : "None.")
data["charge"] = cell ? round(cell.charge,1) : 0
data["maxcharge"] = cell ? cell.maxcharge : 0
data["chargestatus"] = cell ? Floor((cell.charge/cell.maxcharge)*50) : 0
data["emagged"] = subverted
data["coverlock"] = locked
data["interfacelock"] = interface_locked
data["aicontrol"] = control_overridden
data["aioverride"] = ai_override_enabled
data["securitycheck"] = security_check_enabled
data["malf"] = malfunction_delay
var/list/module_list = list()
var/i = 1
for(var/obj/item/rig_module/module in installed_modules)
var/list/module_data = list(
"index" = i,
"name" = "[module.interface_name]",
"desc" = "[module.interface_desc]",
"can_use" = "[module.usable]",
"can_select" = "[module.selectable]",
"can_toggle" = "[module.toggleable]",
"is_active" = "[module.active]",
"engagecost" = module.use_power_cost*10,
"activecost" = module.active_power_cost*10,
"passivecost" = module.passive_power_cost*10,
"engagestring" = module.engage_string,
"activatestring" = module.activate_string,
"deactivatestring" = module.deactivate_string,
"damage" = module.damage
)
if(module.charges && module.charges.len)
module_data["charges"] = list()
var/datum/rig_charge/selected = module.charges[module.charge_selected]
module_data["chargetype"] = selected ? "[selected.display_name]" : "none"
for(var/chargetype in module.charges)
var/datum/rig_charge/charge = module.charges[chargetype]
module_data["charges"] += list(list("caption" = "[chargetype] ([charge.charges])", "index" = "[chargetype]"))
module_list += list(module_data)
i++
if(module_list.len)
data["modules"] = module_list
ui = nanomanager.try_update_ui(user, src, ui_key, ui, data, force_open)
if (!ui)
ui = new(user, src, ui_key, ((src.loc != user) ? ai_interface_path : interface_path), interface_title, 480, 550)
ui.set_initial_data(data)
ui.open()
ui.set_auto_update(1)
/obj/item/weapon/rig/update_icon(var/update_mob_icon)
//TODO: Maybe consider a cache for this (use mob_icon as blank canvas, use suit icon overlay).
overlays.Cut()
if(!mob_icon || update_mob_icon)
var/species_icon = 'icons/mob/rig_back.dmi'
// Since setting mob_icon will override the species checks in
// update_inv_wear_suit(), handle species checks here.
if(wearer && sprite_sheets && sprite_sheets[wearer.species.name])
species_icon = sprite_sheets[wearer.species.name]
mob_icon = image("icon" = species_icon, "icon_state" = "[icon_state]")
if(installed_modules.len)
for(var/obj/item/rig_module/module in installed_modules)
if(module.suit_overlay)
chest.overlays += image("icon" = 'icons/mob/rig_modules.dmi', "icon_state" = "[module.suit_overlay]", "dir" = SOUTH)
if(wearer)
wearer.update_inv_shoes()
wearer.update_inv_gloves()
wearer.update_inv_head()
wearer.update_inv_wear_suit()
wearer.update_inv_back()
return
/obj/item/weapon/rig/proc/check_suit_access(var/mob/living/carbon/human/user)
if(!security_check_enabled)
return 1
if(istype(user))
if(malfunction_check(user))
return 0
if(user.back != src)
return 0
if(locked_dna)
if(!user.dna || user.dna.unique_enzymes != locked_dna)
user << "DNA scan mismatch. Access denied."
return 0
else if(!src.allowed(user))
user << "Unauthorized user. Access denied."
return 0
else if(!ai_override_enabled)
user << "Synthetic access disabled. Please consult hardware provider."
return 0
return 1
//TODO: Fix Topic vulnerabilities for malfunction and AI override.
/obj/item/weapon/rig/Topic(href,href_list)
if(!check_suit_access(usr))
return 0
if(href_list["toggle_piece"])
if(ishuman(usr) && (usr.stat || usr.stunned || usr.lying))
return 0
toggle_piece(href_list["toggle_piece"], usr)
else if(href_list["toggle_seals"])
toggle_seals(usr)
else if(href_list["interact_module"])
var/module_index = text2num(href_list["interact_module"])
if(module_index > 0 && module_index <= installed_modules.len)
var/obj/item/rig_module/module = installed_modules[module_index]
switch(href_list["module_mode"])
if("activate")
module.activate()
if("deactivate")
module.deactivate()
if("engage")
module.engage()
if("select")
selected_module = module
if("select_charge_type")
module.charge_selected = href_list["charge_type"]
else if(href_list["toggle_ai_control"])
ai_override_enabled = !ai_override_enabled
notify_ai("Synthetic suit control has been [ai_override_enabled ? "enabled" : "disabled"].")
else if(href_list["toggle_suit_lock"])
locked = !locked
usr.set_machine(src)
src.add_fingerprint(usr)
return 0
/obj/item/weapon/rig/proc/notify_ai(var/message)
if(!message || !installed_modules || !installed_modules.len)
return
for(var/obj/item/rig_module/module in installed_modules)
for(var/mob/living/silicon/ai/ai in module.contents)
if(ai && ai.client && !ai.stat)
ai << "[message]"
/obj/item/weapon/rig/equipped(mob/living/carbon/human/M)
..()
if(istype(M) && M.back == src)
M.visible_message("[M] starts putting on \the [src]...", "You start putting on \the [src]...")
if(!do_after(M,SEAL_DELAY))
if(M && M.back == src)
M.back = null
M.drop_from_inventory(src)
src.loc = get_turf(src)
return
if(istype(M) && M.back == src)
M.visible_message("[M] struggles into \the [src].", "You struggle into \the [src].")
wearer = M
update_icon()
/obj/item/weapon/rig/proc/toggle_piece(var/piece, var/mob/living/carbon/human/H, var/deploy_mode)
if(sealing || !cell || !cell.charge)
return
if(!istype(wearer) || !wearer.back == src)
return
if(usr == wearer && (usr.stat||usr.paralysis||usr.stunned)) // If the usr isn't wearing the suit it's probably an AI.
return
var/obj/item/check_slot
var/equip_to
var/obj/item/use_obj
if(!H)
return
switch(piece)
if("helmet")
equip_to = slot_head
use_obj = helmet
check_slot = H.head
if("gauntlets")
equip_to = slot_gloves
use_obj = gloves
check_slot = H.gloves
if("boots")
equip_to = slot_shoes
use_obj = boots
check_slot = H.shoes
if("chest")
equip_to = slot_wear_suit
use_obj = chest
check_slot = H.wear_suit
if(use_obj)
if(check_slot == use_obj && deploy_mode != ONLY_DEPLOY)
var/mob/living/carbon/human/holder
if(use_obj)
holder = use_obj.loc
if(istype(holder))
if(use_obj && check_slot == use_obj)
H << "Your [use_obj.name] [use_obj.gender == PLURAL ? "retract" : "retracts"] swiftly."
use_obj.canremove = 1
holder.drop_from_inventory(use_obj)
use_obj.loc = get_turf(src)
use_obj.dropped()
use_obj.canremove = 0
use_obj.loc = src
else if (deploy_mode != ONLY_RETRACT)
if(check_slot)
if(check_slot != use_obj)
H << "You are unable to deploy \the [piece] as \the [check_slot] [check_slot.gender == PLURAL ? "are" : "is"] in the way."
return
else
use_obj.loc = H
if(!H.equip_to_slot_if_possible(use_obj, equip_to, 0))
use_obj.loc = src
else
H << "Your [use_obj.name] [use_obj.gender == PLURAL ? "deploy" : "deploys"] swiftly."
if(piece == "helmet" && helmet)
helmet.update_light(H)
/obj/item/weapon/rig/proc/deploy(mob/M,var/sealed)
var/mob/living/carbon/human/H = M
if(!H || !istype(H)) return
if(H.back != src)
return
if(sealed)
if(H.head)
var/obj/item/garbage = H.head
H.drop_from_inventory(garbage)
H.head = null
del(garbage)
if(H.gloves)
var/obj/item/garbage = H.gloves
H.drop_from_inventory(garbage)
H.gloves = null
del(garbage)
if(H.shoes)
var/obj/item/garbage = H.shoes
H.drop_from_inventory(garbage)
H.shoes = null
del(garbage)
if(H.wear_suit)
var/obj/item/garbage = H.wear_suit
H.drop_from_inventory(garbage)
H.wear_suit = null
del(garbage)
for(var/piece in list("helmet","gauntlets","chest","boots"))
toggle_piece(piece, H, ONLY_DEPLOY)
/obj/item/weapon/rig/dropped(var/mob/user)
..()
for(var/piece in list("helmet","gauntlets","chest","boots"))
toggle_piece(piece, user, ONLY_RETRACT)
wearer = null
//Todo
/obj/item/weapon/rig/proc/malfunction()
return 0
/obj/item/weapon/rig/emp_act(severity_class)
//set malfunctioning
if(emp_protection < 30) //for ninjas, really.
malfunctioning += 10
if(malfunction_delay <= 0)
malfunction_delay = max(malfunction_delay, round(30/severity_class))
//drain some charge
if(cell) cell.emp_act(severity_class + 15)
//possibly damage some modules
take_hit((100/severity_class), "electrical pulse", 1)
/obj/item/weapon/rig/proc/shock(mob/user)
if (electrocute_mob(user, cell, src))
spark_system.start()
if(user.stunned)
return 1
return 0
/obj/item/weapon/rig/proc/take_hit(damage, source, is_emp=0)
if(!installed_modules.len)
return
var/chance
if(!is_emp)
chance = 2*max(0, damage - (chest? chest.breach_threshold : 0))
else
//Want this to be roughly independant of the number of modules, meaning that X emp hits will disable Y% of the suit's modules on average.
//that way people designing hardsuits don't have to worry (as much) about how adding that extra module will affect emp resiliance by 'soaking' hits for other modules
chance = 2*max(0, damage - emp_protection)*min(installed_modules.len/15, 1)
if(!prob(chance))
return
//deal addition damage to already damaged module first.
//This way the chances of a module being disabled aren't so remote.
var/list/valid_modules = list()
var/list/damaged_modules = list()
for(var/obj/item/rig_module/module in installed_modules)
if(module.damage < 2)
valid_modules |= module
if(module.damage > 0)
damaged_modules |= module
var/obj/item/rig_module/dam_module = null
if(damaged_modules.len)
dam_module = pick(damaged_modules)
else if(valid_modules.len)
dam_module = pick(valid_modules)
if(!dam_module) return
dam_module.damage++
if(!source)
source = "hit"
if(wearer)
if(dam_module.damage >= 2)
wearer << "The [source] has disabled your [dam_module.interface_name]!"
else
wearer << "The [source] has damaged your [dam_module.interface_name]!"
dam_module.deactivate()
/obj/item/weapon/rig/proc/malfunction_check(var/mob/living/carbon/human/user)
if(malfunction_delay)
if(offline)
user << "The suit is completely unresponsive."
else
user << "ERROR: Hardware fault. Rebooting interface..."
return 1
return 0
/*/obj/item/weapon/rig/proc/forced_move(dir)
if(locked_down)
return 0
if(!control_overridden)
return
if(!wearer || wearer.back != src)
return 0
wearer.Move(null,dir)*/
#undef ONLY_DEPLOY
#undef ONLY_RETRACT
#undef SEAL_DELAY