/obj/item/weapon/rig/attackby(obj/item/W as obj, mob/user as mob) if(!istype(user,/mob/living)) return 0 if(electrified != 0) if(shock(user)) //Handles removing charge from the cell, as well. No need to do that here. return // Pass repair items on to the chestpiece. if(chest && (istype(W,/obj/item/stack/material) || istype(W, /obj/item/weapon/weldingtool))) return chest.attackby(W,user) // Lock or unlock the access panel. if(istype(W, /obj/item/weapon/card) || istype(W, /obj/item/device/pda)) if(subverted) locked = 0 user << "It looks like the locking system has been shorted out." return else if(istype(W, /obj/item/weapon/card/emag)) req_access.Cut() req_one_access.Cut() locked = 0 subverted = 1 user << "You short out the access protocol for the suit." return if((!req_access || !req_access.len) && (!req_one_access || !req_one_access.len)) locked = 0 user << "\The [src] doesn't seem to have a locking mechanism." return if(security_check_enabled && !src.allowed(user)) user << "Access denied." return locked = !locked user << "You [locked ? "lock" : "unlock"] \the [src] access panel." return else if(istype(W,/obj/item/weapon/crowbar)) if(!open && locked) user << "The access panel is locked shut." return open = !open user << "You [open ? "open" : "close"] the access panel." return if(open) // Hacking. if(istype(W,/obj/item/weapon/wirecutters) || istype(W,/obj/item/device/multitool)) if(open) wires.Interact(user) else user << "You can't reach the wiring." return // Air tank. if(istype(W,/obj/item/weapon/tank)) //Todo, some kind of check for suits without integrated air supplies. if(air_supply) user << "\The [src] already has a tank installed." return user.drop_from_inventory(W) air_supply = W W.forceMove(src) user << "You slot [W] into [src] and tighten the connecting valve." return // Check if this is a hardsuit upgrade or a modification. else if(istype(W,/obj/item/rig_module)) if(istype(src.loc,/mob/living/carbon/human)) var/mob/living/carbon/human/H = src.loc if(H.back == src) user << "You can't install a hardsuit module while the suit is being worn." return 1 if(!installed_modules) installed_modules = list() if(installed_modules.len) for(var/obj/item/rig_module/installed_mod in installed_modules) if(!installed_mod.redundant && istype(installed_mod,W)) user << "The hardsuit already has a module of that class installed." return 1 var/obj/item/rig_module/mod = W user << "You begin installing \the [mod] into \the [src]." if(!do_after(user,40)) return if(!user || !W) return user << "You install \the [mod] into \the [src]." user.drop_from_inventory(mod) installed_modules |= mod mod.forceMove(src) mod.installed(src) update_icon() return 1 else if(!cell && istype(W,/obj/item/weapon/cell)) user << "You jack \the [W] into \the [src]'s battery mount." user.drop_from_inventory(W) W.forceMove(src) src.cell = W return else if(istype(W,/obj/item/weapon/wrench)) if(!air_supply) user << "There is not tank to remove." return if(user.r_hand && user.l_hand) air_supply.forceMove(get_turf(user)) else user.put_in_hands(air_supply) user << "You detach and remove \the [air_supply]." air_supply = null return else if(istype(W,/obj/item/weapon/screwdriver)) var/list/current_mounts = list() if(cell) current_mounts += "cell" if(installed_modules && installed_modules.len) current_mounts += "system module" var/to_remove = input("Which would you like to modify?") as null|anything in current_mounts if(!to_remove) return if(istype(src.loc,/mob/living/carbon/human) && to_remove != "cell") var/mob/living/carbon/human/H = src.loc if(H.back == src) user << "You can't remove an installed device while the hardsuit is being worn." return switch(to_remove) if("cell") if(cell) user << "You detatch \the [cell] from \the [src]'s battery mount." for(var/obj/item/rig_module/module in installed_modules) module.deactivate() if(user.r_hand && user.l_hand) cell.forceMove(get_turf(user)) else cell.forceMove(user.put_in_hands(cell)) cell = null else user << "There is nothing loaded in that mount." if("system module") var/list/possible_removals = list() for(var/obj/item/rig_module/module in installed_modules) if(module.permanent) continue possible_removals[module.name] = module if(!possible_removals.len) user << "There are no installed modules to remove." return var/removal_choice = input("Which module would you like to remove?") as null|anything in possible_removals if(!removal_choice) return var/obj/item/rig_module/removed = possible_removals[removal_choice] user << "You detatch \the [removed] from \the [src]." removed.forceMove(get_turf(src)) removed.removed() installed_modules -= removed update_icon() return // If we've gotten this far, all we have left to do before we pass off to root procs // is check if any of the loaded modules want to use the item we've been given. for(var/obj/item/rig_module/module in installed_modules) if(module.accepts_item(W,user)) //Item is handled in this proc return ..() /obj/item/weapon/rig/attack_hand(var/mob/user) if(electrified != 0) if(shock(user)) //Handles removing charge from the cell, as well. No need to do that here. return ..()