/obj/machinery/computer name = "computer" icon = 'icons/obj/computer.dmi' icon_state = "computer" density = 1 anchored = 1.0 use_power = 1 idle_power_usage = 300 active_power_usage = 300 frame_type = "computer" var/processing = 0 var/icon_keyboard = "generic_key" var/icon_screen = "generic" var/light_range_on = 2 var/light_power_on = 1 var/overlay_layer /obj/machinery/computer/New() overlay_layer = layer ..() /obj/machinery/computer/initialize() power_change() update_icon() /obj/machinery/computer/process() if(stat & (NOPOWER|BROKEN)) return 0 return 1 /obj/machinery/computer/emp_act(severity) if(prob(20/severity)) set_broken() ..() /obj/machinery/computer/ex_act(severity) switch(severity) if(1.0) qdel(src) return if(2.0) if (prob(25)) qdel(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.get_structure_damage())) set_broken() ..() /obj/machinery/computer/update_icon() overlays.Cut() if(stat & NOPOWER) set_light(0) if(icon_keyboard) overlays += image(icon,"[icon_keyboard]_off", overlay_layer) return else set_light(light_range_on, light_power_on) if(stat & BROKEN) overlays += image(icon,"[icon_state]_broken", overlay_layer) else overlays += image(icon,icon_screen, overlay_layer) if(icon_keyboard) overlays += image(icon, icon_keyboard, overlay_layer) /obj/machinery/computer/power_change() ..() update_icon() if(stat & NOPOWER) set_light(0) else set_light(light_range_on, light_power_on) /obj/machinery/computer/proc/set_broken() stat |= BROKEN update_icon() /obj/machinery/computer/proc/decode(text) // Adds line breaks text = replacetext(text, "\n", "
") return text /obj/machinery/computer/attackby(I as obj, user as mob) if(istype(I, /obj/item/weapon/screwdriver) && circuit) user << "You start disconnecting the monitor." playsound(src.loc, 'sound/items/Screwdriver.ogg', 50, 1) if(do_after(user, 20)) var/obj/structure/frame/A = new /obj/structure/frame( src.loc ) var/obj/item/weapon/circuitboard/M = new circuit( A ) A.circuit = M A.anchored = 1 A.density = 1 A.frame_type = M.board_type for (var/obj/C in src) C.forceMove(loc) if (src.stat & BROKEN) user << "The broken glass falls out." new /obj/item/weapon/material/shard( src.loc ) A.state = 3 A.icon_state = "[A.frame_type]_3" else user << "You disconnect the monitor." A.state = 4 A.icon_state = "[A.frame_type]_4" A.pixel_x = pixel_x A.pixel_y = pixel_y M.deconstruct(src) qdel(src) else src.attack_hand(user) return