/obj/machinery/atmospherics/portables_connector icon = 'icons/obj/atmospherics/portables_connector.dmi' icon_state = "intact" name = "Connector Port" desc = "For connecting portables devices related to atmospherics control." dir = SOUTH initialize_directions = SOUTH var/obj/machinery/portable_atmospherics/connected_device var/obj/machinery/atmospherics/node var/datum/pipe_network/network var/on = 0 use_power = 0 level = 0 New() initialize_directions = dir ..() update_icon() if(node) icon_state = "[level == 1 && istype(loc, /turf/simulated) ? "h" : "" ]intact" dir = get_dir(src, node) else icon_state = "exposed" return hide(var/i) //to make the little pipe section invisible, the icon changes. if(node) icon_state = "[i == 1 && istype(loc, /turf/simulated) ? "h" : "" ]intact" dir = get_dir(src, node) else icon_state = "exposed" process() ..() if(!on) return if(!connected_device) on = 0 return if(network) network.update = 1 return 1 // Housekeeping and pipe network stuff below network_expand(datum/pipe_network/new_network, obj/machinery/atmospherics/pipe/reference) if(reference == node) network = new_network if(new_network.normal_members.Find(src)) return 0 new_network.normal_members += src return null Del() loc = null if(connected_device) connected_device.disconnect() if(node) node.disconnect(src) del(network) node = null ..() initialize() if(node) return var/node_connect = dir for(var/obj/machinery/atmospherics/target in get_step(src,node_connect)) if(target.initialize_directions & get_dir(target,src)) node = target break update_icon() build_network() if(!network && node) network = new /datum/pipe_network() network.normal_members += src network.build_network(node, src) return_network(obj/machinery/atmospherics/reference) build_network() if(reference==node) return network if(reference==connected_device) return network return null reassign_network(datum/pipe_network/old_network, datum/pipe_network/new_network) if(network == old_network) network = new_network return 1 return_network_air(datum/pipe_network/reference) var/list/results = list() if(connected_device) results += connected_device.air_contents return results disconnect(obj/machinery/atmospherics/reference) if(reference==node) del(network) node = null return null attackby(var/obj/item/weapon/W as obj, var/mob/user as mob) if (!istype(W, /obj/item/weapon/wrench)) return ..() if (connected_device) user << "\red You cannot unwrench this [src], dettach [connected_device] first." return 1 if (locate(/obj/machinery/portable_atmospherics, src.loc)) return 1 var/turf/T = src.loc if (level==1 && isturf(T) && T.intact) user << "\red You must remove the plating first." return 1 var/datum/gas_mixture/int_air = return_air() var/datum/gas_mixture/env_air = loc.return_air() if ((int_air.return_pressure()-env_air.return_pressure()) > 2*ONE_ATMOSPHERE) user << "\red You cannot unwrench this [src], it too exerted due to internal pressure." add_fingerprint(user) return 1 playsound(src.loc, 'sound/items/Ratchet.ogg', 50, 1) user << "\blue You begin to unfasten \the [src]..." if (do_after(user, 40)) user.visible_message( \ "[user] unfastens \the [src].", \ "\blue You have unfastened \the [src].", \ "You hear ratchet.") new /obj/item/pipe(loc, make_from=src) del(src)