/obj/machinery/computer name = "computer" icon = 'icons/obj/computer.dmi' density = 1 anchored = 1.0 use_power = 1 idle_power_usage = 300 active_power_usage = 300 var/obj/item/weapon/circuitboard/circuit = null //if circuit==null, computer can't disassembly var/processing = 0 /obj/machinery/computer/New() ..() if(ticker) initialize() /obj/machinery/computer/initialize() power_change() /obj/machinery/computer/process() if(stat & (NOPOWER|BROKEN)) return 0 return 1 /obj/machinery/computer/meteorhit(var/obj/O as obj) for(var/x in verbs) verbs -= x set_broken() var/datum/effect/effect/system/harmless_smoke_spread/smoke = new /datum/effect/effect/system/harmless_smoke_spread() smoke.set_up(5, 0, src) smoke.start() return /obj/machinery/computer/emp_act(severity) if(prob(20/severity)) set_broken() ..() /obj/machinery/computer/ex_act(severity) switch(severity) if(1.0) del(src) return if(2.0) if (prob(25)) del(src) return if (prob(50)) for(var/x in verbs) verbs -= x set_broken() if(3.0) if (prob(25)) for(var/x in verbs) verbs -= x set_broken() else return /obj/machinery/computer/bullet_act(var/obj/item/projectile/Proj) if(prob(Proj.damage)) set_broken() ..() /obj/machinery/computer/blob_act() if (prob(75)) for(var/x in verbs) verbs -= x set_broken() density = 0 /obj/machinery/computer/update_icon() ..() icon_state = initial(icon_state) // Broken if(stat & BROKEN) icon_state += "b" // Powered else if(stat & NOPOWER) icon_state = initial(icon_state) icon_state += "0" /obj/machinery/computer/power_change() ..() update_icon() /obj/machinery/computer/proc/set_broken() stat |= BROKEN update_icon() /obj/machinery/computer/attackby(I as obj, user as mob) if(istype(I, /obj/item/weapon/screwdriver) && circuit) playsound(src.loc, 'sound/items/Screwdriver.ogg', 50, 1) if(do_after(user, 20)) var/obj/structure/computerframe/A = new /obj/structure/computerframe( src.loc ) 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" else user << "\blue You disconnect the monitor." A.state = 4 A.icon_state = "4" del(src) else src.attack_hand(user) return