Files
CHOMPStation2/code/game/machinery/computer/computer.dm
PsiOmegaDelta ab2ddfcba7 Atmospheric computer circuit additions.
Adds several missing variables used in the construction and deconstruction set of gas management computers. Fixes #11392.
Computers also no longer attemps to qdel a type on Destroy()
2015-10-29 16:55:58 +01:00

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/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/circuit = null //The path to the circuit board type. If circuit==null, the computer can't be disassembled.
var/processing = 0
var/light_range_on = 3
var/light_power_on = 1
/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/smoke_spread/smoke = PoolOrNew(/datum/effect/effect/system/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)
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(!(Proj.damage_type == BRUTE || Proj.damage_type == BURN))
return
if(prob(Proj.damage))
set_broken()
..()
/obj/machinery/computer/blob_act()
if (prob(75))
for(var/x in verbs)
verbs -= x
set_broken()
/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()
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", "<BR>")
return text
/obj/machinery/computer/attack_ghost(user as mob)
return src.attack_hand(user)
/obj/machinery/computer/attack_hand(user as mob)
/* Observers can view computers, but not actually use them via Topic*/
if(istype(user, /mob/dead/observer)) return 0
return ..()
/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 << "<span class='notice'>The broken glass falls out.</span>"
new /obj/item/weapon/material/shard( src.loc )
A.state = 3
A.icon_state = "3"
else
user << "<span class='notice'>You disconnect the monitor.</span>"
A.state = 4
A.icon_state = "4"
M.deconstruct(src)
qdel(src)
else
..()