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CHOMPStation2/code/modules/assembly/infrared.dm
2020-04-26 16:42:50 -04:00

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//This file was auto-corrected by findeclaration.exe on 25.5.2012 20:42:32
/obj/item/device/assembly/infra
name = "infrared emitter"
desc = "Emits a visible or invisible beam and is triggered when the beam is interrupted."
icon_state = "infrared"
origin_tech = list(TECH_MAGNET = 2)
matter = list(DEFAULT_WALL_MATERIAL = 1000, "glass" = 500, "waste" = 100)
wires = WIRE_PULSE
secured = 0
var/on = 0
var/visible = 0
var/list/i_beams = null
/obj/item/device/assembly/infra/activate()
if(!..())
return FALSE
on = !on
update_icon()
return TRUE
/obj/item/device/assembly/infra/toggle_secure()
secured = !secured
if(!secured)
toggle_state(FALSE)
update_icon()
return secured
/obj/item/device/assembly/infra/proc/toggle_state(var/picked)
if(!isnull(picked))
on = picked
else
on = !on
if(secured && on)
START_PROCESSING(SSobj, src)
else
STOP_PROCESSING(SSobj, src)
QDEL_LIST_NULL(i_beams)
return on
/obj/item/device/assembly/infra/update_icon()
cut_overlays()
LAZYCLEARLIST(attached_overlays)
if(on)
add_overlay("infrared_on")
LAZYADD(attached_overlays, "infrared_on")
if(holder)
holder.update_icon(2)
/obj/item/device/assembly/infra/process()
if(!on && i_beams)
QDEL_LIST_NULL(i_beams)
return
if(!i_beams && secured && (istype(loc, /turf) || (holder && istype(holder.loc, /turf))))
create_beams()
/obj/item/device/assembly/infra/proc/create_beams(var/limit = 8)
var/current_spot = get_turf(src)
for(var/i = 1 to limit)
var/obj/effect/beam/i_beam/I = new /obj/effect/beam/i_beam(current_spot)
I.master = src
I.density = 1
I.set_dir(dir)
if(!step(I, I.dir)) //Try to take a step in that direction
return //Couldn't, oh well, we hit a wall or something. Beam should qdel itself in it's Bump().
I.density = 0
i_beams |= I
I.visible = visible
/obj/item/device/assembly/infra/attack_hand()
QDEL_LIST_NULL(i_beams)
..()
/obj/item/device/assembly/infra/Move()
var/t = dir
. = ..()
set_dir(t)
/obj/item/device/assembly/infra/Moved(atom/old_loc, direction, forced = FALSE)
. = ..()
QDEL_LIST_NULL(i_beams)
/obj/item/device/assembly/infra/holder_movement()
if(!holder)
return FALSE
QDEL_LIST_NULL(i_beams)
return TRUE
/obj/item/device/assembly/infra/proc/trigger_beam()
if(!process_cooldown())
return FALSE
pulse(0)
QDEL_LIST_NULL(i_beams) //They will get recreated next process() if the situation is still appropriate
if(!holder)
visible_message("[bicon(src)] *beep* *beep*")
/obj/item/device/assembly/infra/interact(mob/user as mob)//TODO: change this this to the wire control panel
if(!secured)
return
user.set_machine(src)
var/dat = text("<TT><B>Infrared Laser</B>\n<B>Status</B>: []<BR>\n<B>Visibility</B>: []<BR>\n</TT>", (on ? text("<A href='?src=\ref[];state=0'>On</A>", src) : text("<A href='?src=\ref[];state=1'>Off</A>", src)), (src.visible ? text("<A href='?src=\ref[];visible=0'>Visible</A>", src) : text("<A href='?src=\ref[];visible=1'>Invisible</A>", src)))
dat += "<BR><BR><A href='?src=\ref[src];refresh=1'>Refresh</A>"
dat += "<BR><BR><A href='?src=\ref[src];close=1'>Close</A>"
user << browse(dat, "window=infra")
onclose(user, "infra")
/obj/item/device/assembly/infra/Topic(href, href_list, state = deep_inventory_state)
if(..())
return 1
if(!usr.canmove || usr.stat || usr.restrained() || !in_range(loc, usr))
usr << browse(null, "window=infra")
onclose(usr, "infra")
return
if(href_list["state"])
toggle_state()
if(href_list["visible"])
visible = !(visible)
for(var/ibeam in i_beams)
var/obj/effect/beam/i_beam/I = ibeam
I.visible = visible
CHECK_TICK
if(href_list["close"])
usr << browse(null, "window=infra")
return
if(usr)
attack_self(usr)
/obj/item/device/assembly/infra/verb/rotate_clockwise()
set name = "Rotate Infrared Laser Clockwise"
set category = "Object"
set src in usr
set_dir(turn(dir, 270))
/***************************IBeam*********************************/
/obj/effect/beam/i_beam
name = "i beam"
icon = 'icons/obj/projectiles.dmi'
icon_state = "ibeam"
var/obj/item/device/assembly/infra/master = null
var/visible = 0
anchored = 1
/obj/effect/beam/i_beam/Initialize()
. = ..()
START_PROCESSING(SSobj, src)
/obj/effect/beam/i_beam/Destroy()
STOP_PROCESSING(SSobj, src)
master = null
return ..()
/obj/effect/beam/i_beam/proc/hit()
master?.trigger_beam()
qdel(src)
/obj/effect/beam/i_beam/process()
if(loc?.density || !master)
qdel(src)
return
/obj/effect/beam/i_beam/Bump()
qdel(src)
/obj/effect/beam/i_beam/Bumped()
hit()
/obj/effect/beam/i_beam/Crossed(var/atom/movable/AM)
if(AM.is_incorporeal())
return
if(istype(AM, /obj/effect/beam))
return
hit()