mirror of
https://github.com/CHOMPStation2/CHOMPStation2.git
synced 2025-12-10 10:12:45 +00:00
626 lines
18 KiB
Plaintext
626 lines
18 KiB
Plaintext
//Simple borg hand.
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//Limited use.
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/obj/item/gripper
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name = "magnetic gripper"
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desc = "A simple grasping tool specialized in construction and engineering work."
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description_info = "Ctrl-Clicking on the gripper will drop whatever it is holding.<br>\
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Using an object on the gripper will interact with the item inside it, if it exists, instead."
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icon = 'icons/obj/device.dmi'
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icon_state = "gripper"
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flags = NOBLUDGEON
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//Has a list of items that it can hold.
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var/list/can_hold = list(
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/obj/item/cell,
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/obj/item/airlock_electronics,
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/obj/item/tracker_electronics,
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/obj/item/module/power_control,
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/obj/item/stock_parts,
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/obj/item/frame,
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/obj/item/camera_assembly,
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/obj/item/tank,
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/obj/item/circuitboard,
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/obj/item/smes_coil,
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/obj/item/fuel_assembly,
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/obj/item/bluespace_crystal //Chomp EDIT
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) // CHOMPEdit - Buffing the gripper to allow bluespace crystal use for telesci building.
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var/obj/item/wrapped = null // Item currently being held.
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var/force_holder = null //
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pickup_sound = 'sound/items/pickup/device.ogg'
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drop_sound = 'sound/items/drop/device.ogg'
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/obj/item/gripper/examine(mob/user)
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. = ..()
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if(wrapped)
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. += span_notice("\The [src] is holding \the [wrapped].")
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. += wrapped.examine(user)
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/obj/item/gripper/CtrlClick(mob/user)
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drop_item()
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return
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/obj/item/gripper/AltClick(mob/user)
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drop_item()
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return
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/obj/item/gripper/omni
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name = "omni gripper"
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desc = "A strange grasping tool that can hold anything a human can, but still maintains the limitations of application its more limited cousins have."
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icon_state = "gripper-omni"
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can_hold = list(/obj/item) // Testing and Event gripper.
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// VEEEEERY limited version for mining borgs. Basically only for swapping cells and upgrading the drills.
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/obj/item/gripper/miner
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name = "drill maintenance gripper"
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desc = "A simple grasping tool for the maintenance of heavy drilling machines."
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icon_state = "gripper-mining"
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can_hold = list(
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/obj/item/cell,
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/obj/item/stock_parts
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)
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/obj/item/gripper/security
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name = "security gripper"
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desc = "A simple grasping tool for corporate security work."
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icon_state = "gripper-sec"
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can_hold = list(
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/obj/item/paper,
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/obj/item/paper_bundle,
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/obj/item/pen,
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/obj/item/sample,
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/obj/item/forensics/sample_kit,
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/obj/item/taperecorder,
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/obj/item/rectape,
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/obj/item/uv_light
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)
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/obj/item/gripper/paperwork
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name = "paperwork gripper"
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desc = "A simple grasping tool for clerical work."
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can_hold = list(
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/obj/item/clipboard,
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/obj/item/paper,
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/obj/item/paper_bundle,
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/obj/item/card/id,
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/obj/item/book,
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/obj/item/newspaper
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)
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/obj/item/gripper/medical
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name = "medical gripper"
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desc = "A simple grasping tool for medical work."
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can_hold = list(
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/obj/item/reagent_containers/glass,
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/obj/item/storage/pill_bottle,
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/obj/item/reagent_containers/pill,
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/obj/item/reagent_containers/blood,
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/obj/item/nif, //Chompedit Add Nif handling
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/obj/item/stack/material/phoron,
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/obj/item/tank/anesthetic,
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/obj/item/disk/body_record //Vorestation Edit: this lets you get an empty sleeve or help someone else
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)
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/obj/item/gripper/research //A general usage gripper, used for toxins/robotics/xenobio/etc
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name = "scientific gripper"
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icon_state = "gripper-sci"
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desc = "A simple grasping tool suited to assist in a wide array of research applications."
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can_hold = list(
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/obj/item/cell,
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/obj/item/stock_parts,
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/obj/item/mmi,
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/obj/item/robot_parts,
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/obj/item/borg/upgrade,
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/obj/item/flash, //to build borgs,
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/obj/item/disk,
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/obj/item/circuitboard,
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/obj/item/reagent_containers/glass,
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/obj/item/assembly/prox_sensor,
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/obj/item/healthanalyzer, //to build medibots,
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/obj/item/slime_cube,
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/obj/item/slime_crystal,
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/obj/item/disposable_teleporter/slime,
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/obj/item/slimepotion,
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/obj/item/slime_extract,
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/obj/item/reagent_containers/food/snacks/monkeycube
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)
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/obj/item/gripper/circuit
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name = "circuit assembly gripper"
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icon_state = "gripper-circ"
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desc = "A complex grasping tool used for working with circuitry."
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can_hold = list(
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/obj/item/cell/device,
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/obj/item/electronic_assembly,
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/obj/item/assembly/electronic_assembly,
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/obj/item/clothing/under/circuitry,
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/obj/item/clothing/gloves/circuitry,
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/obj/item/clothing/glasses/circuitry,
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/obj/item/clothing/shoes/circuitry,
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/obj/item/clothing/head/circuitry,
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/obj/item/clothing/ears/circuitry,
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/obj/item/clothing/suit/circuitry,
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/obj/item/implant/integrated_circuit,
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/obj/item/integrated_circuit
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)
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/obj/item/gripper/service //Used to handle food, drinks, and seeds.
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name = "service gripper"
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icon_state = "gripper"
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desc = "A simple grasping tool used to perform tasks in the service sector, such as handling food, drinks, and seeds."
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can_hold = list(
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/obj/item/reagent_containers/glass,
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/obj/item/reagent_containers/food,
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/obj/item/seeds,
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/obj/item/grown,
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/obj/item/trash,
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/obj/item/reagent_containers/cooking_container
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)
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/obj/item/gripper/gravekeeper //Used for handling grave things, flowers, etc.
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name = "grave gripper"
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icon_state = "gripper"
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desc = "A specialized grasping tool used in the preparation and maintenance of graves."
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can_hold = list(
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/obj/item/seeds,
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/obj/item/grown,
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/obj/item/material/gravemarker
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)
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/obj/item/gripper/scene
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name = "misc gripper"
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desc = "A simple grasping tool that can hold a variety of 'general' objects..."
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can_hold = list(
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/obj/item/capture_crystal,
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/obj/item/clothing,
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/obj/item/implanter,
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/obj/item/disk/nifsoft/compliance,
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/obj/item/handcuffs,
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/obj/item/toy,
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/obj/item/petrifier,
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/obj/item/dice,
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/obj/item/casino_platinum_chip,
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/obj/item/spacecasinocash
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)
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/obj/item/gripper/no_use/organ
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name = "organ gripper"
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icon_state = "gripper-flesh"
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desc = "A specialized grasping tool used to preserve and manipulate organic material."
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can_hold = list(
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/obj/item/organ,
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/obj/item/nif //NIFs can be slapped in during surgery
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)
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/obj/item/gripper/no_use/organ/Entered(var/atom/movable/AM)
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if(istype(AM, /obj/item/organ))
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var/obj/item/organ/O = AM
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O.preserved = 1
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for(var/obj/item/organ/organ in O)
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organ.preserved = 1
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..()
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/obj/item/gripper/no_use/organ/Exited(var/atom/movable/AM)
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if(istype(AM, /obj/item/organ))
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var/obj/item/organ/O = AM
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O.preserved = 0
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for(var/obj/item/organ/organ in O)
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organ.preserved = 0
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..()
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/obj/item/gripper/no_use/organ/robotics
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name = "robotics organ gripper"
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icon_state = "gripper-flesh"
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desc = "A specialized grasping tool used in robotics work."
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can_hold = list(
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/obj/item/organ/external,
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/obj/item/organ/internal/brain, //to insert into MMIs,
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/obj/item/organ/internal/cell,
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/obj/item/organ/internal/eyes/robot,
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/obj/item/nif //NIFs can be slapped in during surgery
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)
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/obj/item/gripper/no_use/mech
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name = "exosuit gripper"
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icon_state = "gripper-mech"
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desc = "A large, heavy-duty grasping tool used in construction of mechs."
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can_hold = list(
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/obj/item/mecha_parts/part,
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//obj/item/mecha_parts/micro/part, //VOREStation Edit: Allow construction of micromechs //CHOMPedit commented micromech stuff, because fuck this trash
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/obj/item/mecha_parts/mecha_equipment,
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/obj/item/mecha_parts/mecha_tracking,
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/obj/item/mecha_parts/component
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)
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/obj/item/gripper/no_use //Used when you want to hold and put items in other things, but not able to 'use' the item
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/obj/item/gripper/no_use/attack_self(mob/user as mob)
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return
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/obj/item/gripper/no_use/loader //This is used to disallow building with metal.
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name = "sheet loader"
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desc = "A specialized loading device, designed to pick up and insert sheets of materials inside machines."
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icon_state = "gripper-sheet"
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can_hold = list(
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/obj/item/stack/material
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)
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/obj/item/gripper/attack_self(mob/user as mob)
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if(wrapped)
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return wrapped.attack_self(user)
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return ..()
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/obj/item/gripper/attackby(var/obj/item/O, var/mob/user)
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if(wrapped) // We're interacting with the item inside. If you can hold a cup with 2 fingers and stick a straw in it, you could do that with a gripper and another robotic arm.
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wrapped.loc = src.loc
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var/resolved = wrapped.attackby(O, user)
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if(QDELETED(wrapped) || wrapped.loc != src.loc) //Juuuust in case.
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wrapped = null
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if(!resolved && wrapped && O)
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O.afterattack(wrapped,user,1)
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if(QDELETED(wrapped) || wrapped.loc != src.loc) // I don't know of a nicer way to do this.
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wrapped = null
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if(wrapped)
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wrapped.loc = src
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return resolved
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return ..()
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/obj/item/gripper/verb/drop_gripper_item()
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set name = "Drop Item"
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set desc = "Release an item from your magnetic gripper."
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set category = "Abilities.Silicon"
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drop_item()
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/obj/item/gripper/proc/drop_item()
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if(!wrapped)
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//There's some weirdness with items being lost inside the arm. Trying to fix all cases. ~Z
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for(var/obj/item/thing in src.contents)
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thing.loc = get_turf(src)
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return
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if(wrapped.loc != src)
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wrapped = null
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return
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to_chat(src.loc, span_notice("You drop \the [wrapped]."))
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wrapped.loc = get_turf(src)
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wrapped = null
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//update_icon()
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/obj/item/gripper/proc/drop_item_nm()
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if(!wrapped)
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for(var/obj/item/thing in src.contents)
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thing.loc = get_turf(src)
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return
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if(wrapped.loc != src)
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wrapped = null
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return
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wrapped.loc = get_turf(src)
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wrapped = null
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//update_icon()
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/obj/item/gripper/attack(mob/living/carbon/M as mob, mob/living/carbon/user as mob)
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if(wrapped) //The force of the wrapped obj gets set to zero during the attack() and afterattack().
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force_holder = wrapped.force
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wrapped.force = 0.0
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if(QDELETED(wrapped) || wrapped.loc != src.loc) //qdel check here so it doesn't duplicate/spawn ghost items
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wrapped = null
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else
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wrapped.loc = src.loc //To ensure checks pass.
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wrapped.attack(M,user)
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M.attackby(wrapped, user) //attackby reportedly gets procced by being clicked on, at least according to Anewbe.
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if(QDELETED(wrapped) || wrapped.loc != src.loc)
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wrapped = null
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if(wrapped) //In the event nothing happened to wrapped, go back into the gripper.
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wrapped.loc = src
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return 1
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return 0
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/obj/item/gripper/afterattack(var/atom/target, var/mob/living/user, proximity, params)
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if(!proximity)
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return // This will prevent them using guns at range but adminbuse can add them directly to modules, so eh.
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//There's some weirdness with items being lost inside the arm. Trying to fix all cases. ~Z
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if(!wrapped)
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for(var/obj/item/thing in src.contents)
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wrapped = thing
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break
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if(wrapped) //Already have an item.
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//Temporary put wrapped into user so target's attackby() checks pass.
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wrapped.loc = user
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//Pass the attack on to the target. This might delete/relocate wrapped.
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var/resolved = target.attackby(wrapped,user)
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if(!resolved && wrapped && target)
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wrapped.afterattack(target,user,1)
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//wrapped's force was set to zero. This resets it to the value it had before.
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if(wrapped)
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wrapped.force = force_holder
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force_holder = null
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//If wrapped was neither deleted nor put into target, put it back into the gripper.
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if(wrapped && user && (wrapped.loc == user))
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wrapped.loc = src
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else
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wrapped = null
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return
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else if(istype(target,/obj/item)) //Check that we're not pocketing a mob.
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//...and that the item is not in a container.
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if(!isturf(target.loc))
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return
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var/obj/item/I = target
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if(I.anchored)
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to_chat(user,span_notice("You are unable to lift \the [I] from \the [I.loc]."))
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return
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//Check if the item is blacklisted.
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var/grab = 0
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for(var/typepath in can_hold)
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if(istype(I,typepath))
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grab = 1
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break
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//We can grab the item, finally.
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if(grab)
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to_chat(user, "You collect \the [I].")
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I.loc = src
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wrapped = I
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return
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else
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to_chat(user, span_danger("Your gripper cannot hold \the [target]."))
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else if(istype(target,/obj/machinery/power/apc))
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var/obj/machinery/power/apc/A = target
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if(A.opened)
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if(A.cell && is_type_in_list(A.cell, can_hold))
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wrapped = A.cell
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A.cell.add_fingerprint(user)
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A.cell.update_icon()
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A.cell.loc = src
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A.cell = null
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A.charging = 0
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A.update_icon()
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user.visible_message(span_danger("[user] removes the power cell from [A]!"), "You remove the power cell.")
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else if(istype(target,/mob/living/silicon/robot))
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var/mob/living/silicon/robot/A = target
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if(A.opened)
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if(A.cell && is_type_in_list(A.cell, can_hold))
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wrapped = A.cell
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A.cell.add_fingerprint(user)
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A.cell.update_icon()
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A.update_icon()
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A.cell.loc = src
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A.cell = null
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user.visible_message(span_danger("[user] removes the power cell from [A]!"), "You remove the power cell.")
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//TODO: Matter decompiler.
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/obj/item/matter_decompiler
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name = "matter decompiler"
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desc = "Eating trash, bits of glass, or other debris will replenish your stores."
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icon = 'icons/obj/device.dmi'
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icon_state = "decompiler"
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//Metal, glass, wood, plastic.
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var/datum/matter_synth/metal = null
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var/datum/matter_synth/glass = null
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var/datum/matter_synth/wood = null
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var/datum/matter_synth/plastic = null
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/obj/item/matter_decompiler/attack(mob/living/carbon/M as mob, mob/living/carbon/user as mob)
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return
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/obj/item/matter_decompiler/afterattack(atom/target as mob|obj|turf|area, mob/living/user as mob|obj, proximity, params)
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if(!proximity) return //Not adjacent.
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//We only want to deal with using this on turfs. Specific items aren't important.
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var/turf/T = get_turf(target)
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if(!istype(T))
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return
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//Used to give the right message.
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var/grabbed_something = 0
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for(var/mob/M in T)
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if(istype(M,/mob/living/simple_mob/animal/passive/lizard) || istype(M,/mob/living/simple_mob/animal/passive/mouse))
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src.loc.visible_message(span_danger("[src.loc] sucks [M] into its decompiler. There's a horrible crunching noise."),span_danger("It's a bit of a struggle, but you manage to suck [M] into your decompiler. It makes a series of visceral crunching noises."))
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new/obj/effect/decal/cleanable/blood/splatter(get_turf(src))
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qdel(M)
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if(wood)
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wood.add_charge(2000)
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if(plastic)
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plastic.add_charge(2000)
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return
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else if(istype(M,/mob/living/silicon/robot/drone) && !M.client)
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var/mob/living/silicon/robot/D = src.loc
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if(!istype(D))
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return
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to_chat(D, span_danger("You begin decompiling [M]."))
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if(!do_after(D,50))
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to_chat(D, span_danger("You need to remain still while decompiling such a large object."))
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return
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|
if(!M || !D) return
|
|
|
|
to_chat(D, span_danger("You carefully and thoroughly decompile [M], storing as much of its resources as you can within yourself."))
|
|
qdel(M)
|
|
new/obj/effect/decal/cleanable/blood/oil(get_turf(src))
|
|
|
|
if(metal)
|
|
metal.add_charge(15000)
|
|
if(glass)
|
|
glass.add_charge(15000)
|
|
if(wood)
|
|
wood.add_charge(2000)
|
|
if(plastic)
|
|
plastic.add_charge(1000)
|
|
return
|
|
else
|
|
continue
|
|
|
|
for(var/obj/W in T)
|
|
//Different classes of items give different commodities.
|
|
if(istype(W,/obj/item/trash/cigbutt))
|
|
if(plastic)
|
|
plastic.add_charge(500)
|
|
else if(istype(W,/obj/effect/spider/spiderling))
|
|
if(wood)
|
|
wood.add_charge(2000)
|
|
if(plastic)
|
|
plastic.add_charge(2000)
|
|
else if(istype(W,/obj/item/light))
|
|
var/obj/item/light/L = W
|
|
if(L.status >= 2) //In before someone changes the inexplicably local defines. ~ Z
|
|
if(metal)
|
|
metal.add_charge(250)
|
|
if(glass)
|
|
glass.add_charge(250)
|
|
else
|
|
continue
|
|
else if(istype(W,/obj/effect/decal/remains/robot))
|
|
if(metal)
|
|
metal.add_charge(2000)
|
|
if(plastic)
|
|
plastic.add_charge(2000)
|
|
if(glass)
|
|
glass.add_charge(1000)
|
|
else if(istype(W,/obj/item/trash))
|
|
if(metal)
|
|
metal.add_charge(1000)
|
|
if(plastic)
|
|
plastic.add_charge(3000)
|
|
else if(istype(W,/obj/effect/decal/cleanable/blood/gibs/robot))
|
|
if(metal)
|
|
metal.add_charge(2000)
|
|
if(glass)
|
|
glass.add_charge(2000)
|
|
else if(istype(W,/obj/item/ammo_casing))
|
|
if(metal)
|
|
metal.add_charge(1000)
|
|
else if(istype(W,/obj/item/material/shard/shrapnel))
|
|
if(metal)
|
|
metal.add_charge(1000)
|
|
else if(istype(W,/obj/item/material/shard))
|
|
if(glass)
|
|
glass.add_charge(1000)
|
|
else if(istype(W,/obj/item/reagent_containers/food/snacks/grown))
|
|
if(wood)
|
|
wood.add_charge(4000)
|
|
else if(istype(W,/obj/item/pipe))
|
|
pass() // This allows drones and engiborgs to clear pipe assemblies from floors.
|
|
else
|
|
continue
|
|
|
|
qdel(W)
|
|
grabbed_something = 1
|
|
|
|
if(grabbed_something)
|
|
to_chat(user, span_notice("You deploy your decompiler and clear out the contents of \the [T]."))
|
|
else
|
|
to_chat(user, span_danger("Nothing on \the [T] is useful to you."))
|
|
return
|
|
|
|
//PRETTIER TOOL LIST.
|
|
// /mob/living/silicon/robot/drone/installed_modules()
|
|
|
|
// if(weapon_lock)
|
|
// to_chat(src, span_danger("Weapon lock active, unable to use modules! Count:[weaponlock_time]"))
|
|
// return
|
|
|
|
// if(!module)
|
|
// module = new /obj/item/robot_module/drone(src)
|
|
|
|
// var/dat = "<HEAD><TITLE>Drone modules</TITLE></HEAD><BODY>\n"
|
|
// dat += {"
|
|
// <B>Activated Modules</B>
|
|
// <BR>
|
|
// Module 1: [module_state_1 ? "<A HREF='byond://?src=\ref[src];mod=\ref[module_state_1]'>[module_state_1]<A>" : "No Module"]<BR>
|
|
// Module 2: [module_state_2 ? "<A HREF='byond://?src=\ref[src];mod=\ref[module_state_2]'>[module_state_2]<A>" : "No Module"]<BR>
|
|
// Module 3: [module_state_3 ? "<A HREF='byond://?src=\ref[src];mod=\ref[module_state_3]'>[module_state_3]<A>" : "No Module"]<BR>
|
|
// <BR>
|
|
// <B>Installed Modules</B><BR><BR>"}
|
|
|
|
|
|
// var/tools = span_bold("Tools and devices") + "<BR>"
|
|
// var/resources = "<BR>" + span_bold("Resources") + "<BR>"
|
|
|
|
// for (var/O in module.modules)
|
|
|
|
// var/module_string = ""
|
|
|
|
// if (!O)
|
|
// module_string += span_bold("Resource depleted") + "<BR>"
|
|
// else if(activated(O))
|
|
// module_string += text("[O]: <B>Activated</B><BR>")
|
|
// else
|
|
// module_string += text("[O]: <A HREF='byond://?src=\ref[src];act=\ref[O]'>Activate</A><BR>")
|
|
|
|
// if((istype(O,/obj/item) || istype(O,/obj/item)) && !(istype(O,/obj/item/stack/cable_coil)))
|
|
// tools += module_string
|
|
// else
|
|
// resources += module_string
|
|
|
|
// if (emagged)
|
|
// for (var/O in module.emag)
|
|
|
|
// var/module_string = ""
|
|
|
|
// if (!O)
|
|
// module_string += span_bold("Resource depleted") + "<BR>"
|
|
// else if(activated(O))
|
|
// module_string += text("[O]: <B>Activated</B><BR>")
|
|
// else
|
|
// module_string += text("[O]: <A HREF='byond://?src=\ref[src];act=\ref[O]'>Activate</A><BR>")
|
|
|
|
// if((istype(O,/obj/item) || istype(O,/obj/item)) && !(istype(O,/obj/item/stack/cable_coil)))
|
|
// tools += module_string
|
|
// else
|
|
// resources += module_string
|
|
|
|
// dat += tools
|
|
|
|
// dat += resources
|
|
|
|
// src << browse("<html>[dat]</html>", "window=robotmod")
|