/obj/item/device/assembly_holder name = "Assembly" icon = 'icons/obj/assemblies/new_assemblies.dmi' icon_state = "holder" item_state = "assembly" flags = FPRINT | TABLEPASS| CONDUCT throwforce = 5 w_class = 2.0 throw_speed = 3 throw_range = 10 var/secured = 0 var/obj/item/device/assembly/a_left = null var/obj/item/device/assembly/a_right = null var/obj/special_assembly = null proc/attach(var/obj/item/device/D, var/obj/item/device/D2, var/mob/user) return proc/attach_special(var/obj/O, var/mob/user) return proc/process_activation(var/obj/item/device/D) return IsAssemblyHolder() return 1 attach(var/obj/item/device/D, var/obj/item/device/D2, var/mob/user) if((!D)||(!D2)) return 0 if((!isassembly(D))||(!isassembly(D2))) return 0 if((D:secured)||(D2:secured)) return 0 if(user) user.remove_from_mob(D) user.remove_from_mob(D2) D:holder = src D2:holder = src D.loc = src D2.loc = src a_left = D a_right = D2 name = "[D.name]-[D2.name] assembly" update_icon() return 1 attach_special(var/obj/O, var/mob/user) if(!O) return if(!O.IsSpecialAssembly()) return 0 /* if(O:Attach_Holder()) special_assembly = O update_icon() src.name = "[a_left.name] [a_right.name] [special_assembly.name] assembly" */ return update_icon() overlays = null if(a_left) overlays += "[initial(a_left.icon_state)]_left" //the initial() is probably unnecessary, but you just know for(var/O in a_left.attached_overlays) //someone is gonna fuck around with the icon_state in the future overlays += "[O]_l" if(a_right) src.overlays += "[initial(a_right.icon_state)]_right" for(var/O in a_right.attached_overlays) overlays += "[O]_r" if(master) master.update_icon() /* if(special_assembly) special_assembly.update_icon() if(special_assembly:small_icon_state) src.overlays += special_assembly:small_icon_state for(var/O in special_assembly:small_icon_state_overlays) src.overlays += O */ examine() set src in view() ..() if ((in_range(src, usr) || src.loc == usr)) if (src.secured) usr << "\The [src] is ready!" else usr << "\The [src] can be attached!" return HasProximity(atom/movable/AM as mob|obj) if(a_left) a_left.HasProximity(AM) if(a_right) a_right.HasProximity(AM) if(special_assembly) special_assembly.HasProximity(AM) return Move() ..() if(a_left && a_right) a_left.holder_movement() a_right.holder_movement() // if(special_assembly) // special_assembly:holder_movement() return attack_hand()//Perhapse this should be a holder_pickup proc instead, can add if needbe I guess if(a_left && a_right) a_left.holder_movement() a_right.holder_movement() // if(special_assembly) // special_assembly:Holder_Movement() ..() return attackby(obj/item/weapon/W as obj, mob/user as mob) if(isscrewdriver(W)) if(!a_left || !a_right) user << "\red BUG:Assembly part missing, please report this!" return a_left.toggle_secure() a_right.toggle_secure() secured = !secured if(secured) user << "\blue \The [src] is ready!" else user << "\blue \The [src] can now be taken apart!" update_icon() return else if(W.IsSpecialAssembly()) attach_special(W, user) else ..() return attack_self(mob/user as mob) src.add_fingerprint(user) if(src.secured) if(!a_left || !a_right) user << "\red Assembly part missing!" return if(istype(a_left,a_right.type))//If they are the same type it causes issues due to window code switch(alert("Which side would you like to use?",,"Left","Right")) if("Left") a_left.attack_self(user) if("Right") a_right.attack_self(user) return else a_left.attack_self(user) a_right.attack_self(user) else var/turf/T = get_turf(src) if(!T) return 0 if(a_left) a_left:holder = null a_left.loc = T if(a_right) a_right:holder = null a_right.loc = T spawn(0) del(src) return process_activation(var/obj/D, var/normal = 1, var/special = 1) if(!D) return 0 if((normal) && (a_right) && (a_left)) if(a_right != D) a_right.pulsed(0) if(a_left != D) a_left.pulsed(0) if(master) master.receive_signal() // if(special && special_assembly) // if(!special_assembly == D) // special_assembly.dothings() return 1