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CHOMPStation2/code/unused/assemblies.dm

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/*/obj/item/assembly
name = "assembly"
icon = 'icons/obj/assemblies.dmi'
item_state = "assembly"
var/status = 0.0
throwforce = 10
w_class = 3.0
throw_speed = 4
throw_range = 10
/obj/item/assembly/a_i_a
name = "Health-Analyzer/Igniter/Armor Assembly"
desc = "A health-analyzer, igniter and armor assembly."
icon_state = "armor-igniter-analyzer"
var/obj/item/device/healthanalyzer/part1 = null
var/obj/item/device/igniter/part2 = null
var/obj/item/clothing/suit/armor/vest/part3 = null
status = null
flags = FPRINT | TABLEPASS| CONDUCT
/obj/item/assembly/m_i_ptank
desc = "A very intricate igniter and proximity sensor electrical assembly mounted onto top of a plasma tank."
name = "Proximity/Igniter/Plasma Tank Assembly"
icon_state = "prox-igniter-tank0"
var/obj/item/device/prox_sensor/part1 = null
var/obj/item/device/igniter/part2 = null
var/obj/item/weapon/tank/plasma/part3 = null
status = 0.0
flags = FPRINT | TABLEPASS| CONDUCT
/obj/item/assembly/prox_ignite
name = "Proximity/Igniter Assembly"
desc = "A proximity-activated igniter assembly."
icon_state = "prox-igniter0"
var/obj/item/device/prox_sensor/part1 = null
var/obj/item/device/igniter/part2 = null
status = null
flags = FPRINT | TABLEPASS| CONDUCT
/obj/item/assembly/r_i_ptank
desc = "A very intricate igniter and signaller electrical assembly mounted onto top of a plasma tank."
name = "Radio/Igniter/Plasma Tank Assembly"
icon_state = "radio-igniter-tank"
var/obj/item/device/radio/signaler/part1 = null
var/obj/item/device/igniter/part2 = null
var/obj/item/weapon/tank/plasma/part3 = null
status = 0.0
flags = FPRINT | TABLEPASS| CONDUCT
/obj/item/assembly/anal_ignite
name = "Health-Analyzer/Igniter Assembly"
desc = "A health-analyzer igniter assembly."
icon_state = "timer-igniter0"
var/obj/item/device/healthanalyzer/part1 = null
var/obj/item/device/igniter/part2 = null
status = null
flags = FPRINT | TABLEPASS| CONDUCT
item_state = "electronic"
/obj/item/assembly/time_ignite
name = "Timer/Igniter Assembly"
desc = "A timer-activated igniter assembly."
icon_state = "timer-igniter0"
var/obj/item/device/timer/part1 = null
var/obj/item/device/igniter/part2 = null
status = null
flags = FPRINT | TABLEPASS| CONDUCT
/obj/item/assembly/t_i_ptank
desc = "A very intricate igniter and timer assembly mounted onto top of a plasma tank."
name = "Timer/Igniter/Plasma Tank Assembly"
icon_state = "timer-igniter-tank0"
var/obj/item/device/timer/part1 = null
var/obj/item/device/igniter/part2 = null
var/obj/item/weapon/tank/plasma/part3 = null
status = 0.0
flags = FPRINT | TABLEPASS| CONDUCT
/obj/item/assembly/rad_ignite
name = "Radio/Igniter Assembly"
desc = "A radio-activated igniter assembly."
icon_state = "radio-igniter"
var/obj/item/device/radio/signaler/part1 = null
var/obj/item/device/igniter/part2 = null
status = null
flags = FPRINT | TABLEPASS| CONDUCT
/obj/item/assembly/rad_infra
name = "Signaller/Infrared Assembly"
desc = "An infrared-activated radio signaller"
icon_state = "infrared-radio0"
var/obj/item/device/radio/signaler/part1 = null
var/obj/item/device/infra/part2 = null
status = null
flags = FPRINT | TABLEPASS| CONDUCT
/obj/item/assembly/rad_prox
name = "Signaller/Prox Sensor Assembly"
desc = "A proximity-activated radio signaller."
icon_state = "prox-radio0"
var/obj/item/device/radio/signaler/part1 = null
var/obj/item/device/prox_sensor/part2 = null
status = null
flags = FPRINT | TABLEPASS| CONDUCT
/obj/item/assembly/rad_time
name = "Signaller/Timer Assembly"
desc = "A radio signaller activated by a count-down timer."
icon_state = "timer-radio0"
var/obj/item/device/radio/signaler/part1 = null
var/obj/item/device/timer/part2 = null
status = null
flags = FPRINT | TABLEPASS| CONDUCT
*/
/obj/item/assembly/time_ignite/premade/New()
..()
part1 = new(src)
part2 = new(src)
part1.master = src
part2.master = src
//part2.status = 0
/obj/item/assembly/time_ignite/Del()
del(part1)
del(part2)
..()
/obj/item/assembly/time_ignite/attack_self(mob/user as mob)
if (src.part1)
src.part1.attack_self(user, src.status)
src.add_fingerprint(user)
return
/obj/item/assembly/time_ignite/receive_signal()
if (!status)
return
for(var/mob/O in hearers(1, src.loc))
O.show_message(text("\icon[] *beep* *beep*", src), 3, "*beep* *beep*", 2)
src.part2.Activate()
return
/obj/effect/decal/ash/attack_hand(mob/user as mob)
usr << "\blue The ashes slip through your fingers."
del(src)
return
/obj/item/assembly/time_ignite/attackby(obj/item/weapon/W as obj, mob/user as mob)
..()
if ((istype(W, /obj/item/weapon/wrench) && !( src.status )))
var/turf/T = src.loc
if (ismob(T))
T = T.loc
src.part1.loc = T
src.part1.master = null
src.part1 = null
src.part2.loc = T
src.part2.master = null
src.part2 = null
del(src)
return
if (!( istype(W, /obj/item/weapon/screwdriver) ))
return
src.status = !( src.status )
if (src.status)
user.show_message("\blue The timer is now secured!", 1)
else
user.show_message("\blue The timer is now unsecured!", 1)
src.part2.secured = src.status
src.add_fingerprint(user)
return
/obj/item/assembly/time_ignite/c_state(n)
src.icon_state = text("timer-igniter[]", n)
return
//***********
/obj/item/assembly/anal_ignite/attackby(obj/item/weapon/W as obj, mob/user as mob)
..()
if ((istype(W, /obj/item/weapon/wrench) && !( src.status )))
var/turf/T = src.loc
if (ismob(T))
T = T.loc
src.part1.loc = T
src.part1.master = null
src.part1 = null
src.part2.loc = T
src.part2.master = null
src.part2 = null
del(src)
return
if (( istype(W, /obj/item/weapon/screwdriver) ))
src.status = !( src.status )
if (src.status)
user.show_message("\blue The analyzer is now secured!", 1)
else
user.show_message("\blue The analyzer is now unsecured!", 1)
src.part2.secured = src.status
src.add_fingerprint(user)
if(( istype(W, /obj/item/clothing/suit/armor/vest) ) && src.status)
var/obj/item/assembly/a_i_a/R = new
R.part1 = part1
R.part1.master = R
part1 = null
R.part2 = part2
R.part2.master = R
part2 = null
user.put_in_hand(R)
user.before_take_item(W)
R.part3 = W
R.part3.master = R
del(src)
/* WTF THIS SHIT? It is working? Shouldn't. --rastaf0
W.loc = R
R.part1 = W
R.part2 = W
W.layer = initial(W.layer)
if (user.client)
user.client.screen -= W
if (user.r_hand == W)
user.u_equip(W)
user.r_hand = R
else
user.u_equip(W)
user.l_hand = R
W.master = R
src.master = R
src.layer = initial(src.layer)
user.u_equip(src)
if (user.client)
user.client.screen -= src
src.loc = R
R.part3 = src
R.layer = 20
R.loc = user
src.add_fingerprint(user)
*/
return
/* else if ((istype(W, /obj/item/device/timer) && !( src.status )))
var/obj/item/assembly/time_ignite/R = new /obj/item/assembly/time_ignite( user )
W.loc = R
R.part1 = W
W.layer = initial(W.layer)
if (user.client)
user.client.screen -= W
if (user.r_hand == W)
user.u_equip(W)
user.r_hand = R
else
user.u_equip(W)
user.l_hand = R
W.master = R
src.master = R
src.layer = initial(src.layer)
user.u_equip(src)
if (user.client)
user.client.screen -= src
src.loc = R
R.part2 = src
R.layer = 20
R.loc = user
src.add_fingerprint(user)
*/
/obj/item/assembly/proc/c_state(n, O as obj)
return
/obj/item/assembly/a_i_a/attackby(obj/item/weapon/W as obj, mob/user as mob)
..()
if ((istype(W, /obj/item/weapon/wrench) && !( src.status )))
var/turf/T = src.loc
if (ismob(T))
T = T.loc
src.part1.loc = T
src.part1.master = null
src.part1 = null
src.part2.loc = T
src.part2.master = null
src.part2 = null
src.part3.loc = T
src.part3.master = null
src.part3 = null
del(src)
return
if (( istype(W, /obj/item/weapon/screwdriver) ))
if (!src.status && (!part1||!part2||!part3))
user << "\red You cannot finish the assembly, not all components are in place!"
return
src.status = !( src.status )
if (src.status)
user.show_message("\blue The armor is now secured!", 1)
else
user.show_message("\blue The armor is now unsecured!", 1)
src.add_fingerprint(user)
/obj/item/assembly/a_i_a/Del()
//src.part1 = null
del(src.part1)
//src.part2 = null
del(src.part2)
del(src.part3)
..()
return
//*****
/obj/item/assembly/rad_time/Del()
//src.part1 = null
del(src.part1)
//src.part2 = null
del(src.part2)
..()
return
/obj/item/assembly/rad_time/attackby(obj/item/weapon/W as obj, mob/user as mob)
..()
if ((istype(W, /obj/item/weapon/wrench) && !( src.status )))
var/turf/T = src.loc
if (ismob(T))
T = T.loc
src.part1.loc = T
src.part2.loc = T
src.part1.master = null
src.part2.master = null
src.part1 = null
src.part2 = null
//SN src = null
del(src)
return
if (!( istype(W, /obj/item/weapon/screwdriver) ))
return
src.status = !( src.status )
if (src.status)
user.show_message("\blue The signaler is now secured!", 1)
else
user.show_message("\blue The signaler is now unsecured!", 1)
src.part1.b_stat = !( src.status )
src.add_fingerprint(user)
return
/obj/item/assembly/rad_time/attack_self(mob/user as mob)
src.part1.attack_self(user, src.status)
src.part2.attack_self(user, src.status)
src.add_fingerprint(user)
return
/obj/item/assembly/rad_time/receive_signal(datum/signal/signal)
if (signal.source == src.part2)
src.part1.send_signal("ACTIVATE")
return
//*******************
/obj/item/assembly/rad_prox/c_state(n)
src.icon_state = "prox-radio[n]"
return
/obj/item/assembly/rad_prox/Del()
//src.part1 = null
del(src.part1)
//src.part2 = null
del(src.part2)
..()
return
/obj/item/assembly/rad_prox/HasProximity(atom/movable/AM as mob|obj)
if (istype(AM, /obj/effect/beam))
return
if (AM.move_speed < 12)
src.part2.sense()
return
/obj/item/assembly/rad_prox/attackby(obj/item/weapon/W as obj, mob/user as mob)
..()
if ((istype(W, /obj/item/weapon/wrench) && !( src.status )))
var/turf/T = src.loc
if (ismob(T))
T = T.loc
src.part1.loc = T
src.part2.loc = T
src.part1.master = null
src.part2.master = null
src.part1 = null
src.part2 = null
//SN src = null
del(src)
return
if (!( istype(W, /obj/item/weapon/screwdriver) ))
return
src.status = !( src.status )
if (src.status)
user.show_message("\blue The proximity sensor is now secured!", 1)
else
user.show_message("\blue The proximity sensor is now unsecured!", 1)
src.part1.b_stat = !( src.status )
src.add_fingerprint(user)
return
/obj/item/assembly/rad_prox/attack_self(mob/user as mob)
src.part1.attack_self(user, src.status)
src.part2.attack_self(user, src.status)
src.add_fingerprint(user)
return
/obj/item/assembly/rad_prox/receive_signal(datum/signal/signal)
if (signal.source == src.part2)
src.part1.send_signal("ACTIVATE")
return
/obj/item/assembly/rad_prox/Move()
..()
src.part2.sense()
return
/obj/item/assembly/rad_prox/attack_paw(mob/user as mob)
return src.attack_hand(user)
/obj/item/assembly/rad_prox/dropped()
spawn( 0 )
src.part2.sense()
return
return
//************************
/obj/item/assembly/rad_infra/c_state(n)
src.icon_state = text("infrared-radio[]", n)
return
/obj/item/assembly/rad_infra/Del()
del(src.part1)
del(src.part2)
..()
return
/obj/item/assembly/rad_infra/attackby(obj/item/weapon/W as obj, mob/user as mob)
..()
if ((istype(W, /obj/item/weapon/wrench) && !( src.status )))
var/turf/T = src.loc
if (ismob(T))
T = T.loc
src.part1.loc = T
src.part2.loc = T
src.part1.master = null
src.part2.master = null
src.part1 = null
src.part2 = null
//SN src = null
del(src)
return
if (!( istype(W, /obj/item/weapon/screwdriver) ))
return
src.status = !( src.status )
if (src.status)
user.show_message("\blue The infrared laser is now secured!", 1)
else
user.show_message("\blue The infrared laser is now unsecured!", 1)
src.part1.b_stat = !( src.status )
src.add_fingerprint(user)
return
/obj/item/assembly/rad_infra/attack_self(mob/user as mob)
src.part1.attack_self(user, src.status)
src.part2.attack_self(user, src.status)
src.add_fingerprint(user)
return
/obj/item/assembly/rad_infra/receive_signal(datum/signal/signal)
if (signal.source == src.part2)
src.part1.send_signal("ACTIVATE")
return
/obj/item/assembly/rad_infra/verb/rotate()
set name = "Rotate Assembly"
set category = "Object"
set src in usr
src.dir = turn(src.dir, 90)
src.part2.dir = src.dir
src.add_fingerprint(usr)
return
/obj/item/assembly/rad_infra/Move()
var/t = src.dir
..()
src.dir = t
//src.part2.first = null
del(src.part2.first)
return
/obj/item/assembly/rad_infra/attack_paw(mob/user as mob)
return src.attack_hand(user)
/obj/item/assembly/rad_infra/attack_hand(M)
del(src.part2.first)
..()
return
/obj/item/assembly/prox_ignite/HasProximity(atom/movable/AM as mob|obj)
if (istype(AM, /obj/effect/beam))
return
if (AM.move_speed < 12 && src.part1)
src.part1.sense()
return
/obj/item/assembly/prox_ignite/dropped()
spawn( 0 )
src.part1.sense()
return
return
/obj/item/assembly/prox_ignite/Del()
del(src.part1)
del(src.part2)
..()
return
/obj/item/assembly/prox_ignite/c_state(n)
src.icon_state = text("prox-igniter[]", n)
return
/obj/item/assembly/prox_ignite/attackby(obj/item/weapon/W as obj, mob/user as mob)
..()
if ((istype(W, /obj/item/weapon/wrench) && !( src.status )))
var/turf/T = src.loc
if (ismob(T))
T = T.loc
src.part1.loc = T
src.part2.loc = T
src.part1.master = null
src.part2.master = null
src.part1 = null
src.part2 = null
//SN src = null
del(src)
return
if (!( istype(W, /obj/item/weapon/screwdriver) ))
return
src.status = !( src.status )
if (src.status)
user.show_message("\blue The proximity sensor is now secured! The igniter now works!", 1)
else
user.show_message("\blue The proximity sensor is now unsecured! The igniter will not work.", 1)
src.part2.secured = src.status
src.add_fingerprint(user)
return
/obj/item/assembly/prox_ignite/attack_self(mob/user as mob)
if (src.part1)
src.part1.attack_self(user, src.status)
src.add_fingerprint(user)
return
/obj/item/assembly/prox_ignite/receive_signal()
for(var/mob/O in hearers(1, src.loc))
O.show_message(text("\icon[] *beep* *beep*", src), 3, "*beep* *beep*", 2)
src.part2.Activate()
return
/obj/item/assembly/rad_ignite/Del()
del(src.part1)
del(src.part2)
..()
return
/obj/item/assembly/rad_ignite/attackby(obj/item/weapon/W as obj, mob/user as mob)
..()
if ((istype(W, /obj/item/weapon/wrench) && !( src.status )))
var/turf/T = src.loc
if (ismob(T))
T = T.loc
src.part1.loc = T
src.part2.loc = T
src.part1.master = null
src.part2.master = null
src.part1 = null
src.part2 = null
//SN src = null
del(src)
return
if (!( istype(W, /obj/item/weapon/screwdriver) ))
return
src.status = !( src.status )
if (src.status)
user.show_message("\blue The radio is now secured! The igniter now works!", 1)
else
user.show_message("\blue The radio is now unsecured! The igniter will not work.", 1)
src.part2.secured = src.status
src.part1.b_stat = !( src.status )
src.add_fingerprint(user)
return
/obj/item/assembly/rad_ignite/attack_self(mob/user as mob)
if (src.part1)
src.part1.attack_self(user, src.status)
src.add_fingerprint(user)
return
/obj/item/assembly/rad_ignite/receive_signal()
for(var/mob/O in hearers(1, src.loc))
O.show_message(text("\icon[] *beep* *beep*", src), 3, "*beep* *beep*", 2)
src.part2.Activate()
return
/obj/item/assembly/m_i_ptank/c_state(n)
src.icon_state = text("prox-igniter-tank[]", n)
return
/obj/item/assembly/m_i_ptank/HasProximity(atom/movable/AM as mob|obj)
if (istype(AM, /obj/effect/beam))
return
if (AM.move_speed < 12 && src.part1)
src.part1.sense()
return
//*****RM
/obj/item/assembly/m_i_ptank/Bump(atom/O)
spawn(0)
//world << "miptank bumped into [O]"
if(src.part1.secured)
//world << "sending signal"
receive_signal()
else
//world << "not active"
..()
/obj/item/assembly/m_i_ptank/proc/prox_check()
if(!part1 || !part1.secured)
return
for(var/atom/A in view(1, src.loc))
if(A!=src && !istype(A, /turf/space) && !isarea(A))
//world << "[A]:[A.type] was sensed"
src.part1.sense()
break
spawn(10)
prox_check()
//*****
/obj/item/assembly/m_i_ptank/dropped()
spawn( 0 )
part1.sense()
return
return
/obj/item/assembly/m_i_ptank/examine()
..()
part3.examine()
/obj/item/assembly/m_i_ptank/Del()
//src.part1 = null
del(src.part1)
//src.part2 = null
del(src.part2)
//src.part3 = null
del(src.part3)
..()
return
/obj/item/assembly/m_i_ptank/attackby(obj/item/weapon/W as obj, mob/user as mob)
..()
if (istype(W, /obj/item/device/analyzer))
src.part3.attackby(W, user)
return
if ((istype(W, /obj/item/weapon/wrench) && !( src.status )))
var/obj/item/assembly/prox_ignite/R = new(get_turf(src.loc))
R.part1 = src.part1
R.part1.master = R
R.part1.loc = R
R.part2 = src.part2
R.part2.master = R
R.part2.loc = R
if (user.get_inactive_hand()==src)
user.put_in_inactive_hand(part3)
else
part3.loc = src.loc
src.part1 = null
src.part2 = null
src.part3 = null
del(src)
return
if (!( istype(W, /obj/item/weapon/weldingtool)&&W:welding ))
return
if (!( src.status ))
src.status = 1
bombers += "[key_name(user)] welded a prox bomb. Temp: [src.part3.air_contents.temperature-T0C]"
message_admins("[key_name_admin(user)] welded a prox bomb. Temp: [src.part3.air_contents.temperature-T0C]")
user.show_message("\blue A pressure hole has been bored to the phoron tank valve. The phoron tank can now be ignited.", 1)
else
src.status = 0
bombers += "[key_name(user)] unwelded a prox bomb. Temp: [src.part3.air_contents.temperature-T0C]"
user << "\blue The hole has been closed."
src.part2.secured = src.status
src.add_fingerprint(user)
return
/obj/item/assembly/m_i_ptank/attack_self(mob/user as mob)
playsound(src.loc, 'sound/weapons/armbomb.ogg', 100, 1)
src.part1.attack_self(user, 1)
src.add_fingerprint(user)
return
/obj/item/assembly/m_i_ptank/receive_signal()
//world << "miptank [src] got signal"
for(var/mob/O in hearers(1, null))
O.show_message(text("\icon[] *beep* *beep*", src), 3, "*beep* *beep*", 2)
//Foreach goto(19)
if ((src.status && prob(90)))
//world << "sent ignite() to [src.part3]"
src.part3.ignite()
else
if(!src.status)
src.part3.release()
src.part1.secured = 0.0
return
/obj/item/assembly/m_i_ptank/emp_act(severity)
if(istype(part3,/obj/item/weapon/tank/phoron) && prob(100/severity))
part3.ignite()
..()
//*****RM
/obj/item/assembly/t_i_ptank/c_state(n)
src.icon_state = text("timer-igniter-tank[]", n)
return
/obj/item/assembly/t_i_ptank/examine()
..()
src.part3.examine()
/obj/item/assembly/t_i_ptank/Del()
//src.part1 = null
del(src.part1)
//src.part2 = null
del(src.part2)
//src.part3 = null
del(src.part3)
..()
return
/obj/item/assembly/t_i_ptank/attackby(obj/item/weapon/W as obj, mob/user as mob)
..()
if (istype(W, /obj/item/device/analyzer))
src.part3.attackby(W, user)
return
if ((istype(W, /obj/item/weapon/wrench) && !( src.status )))
var/obj/item/assembly/time_ignite/R = new(get_turf(src.loc))
R.part1 = src.part1
R.part1.master = R
R.part1.loc = R
R.part2 = src.part2
R.part2.master = R
R.part2.loc = R
if (user.get_inactive_hand()==src)
user.put_in_inactive_hand(part3)
else
part3.loc = src.loc
src.part1 = null
src.part2 = null
src.part3 = null
del(src)
return
if (!( istype(W, /obj/item/weapon/weldingtool) && W:welding))
return
if (!( src.status ))
src.status = 1
bombers += "[key_name(user)] welded a time bomb. Temp: [src.part3.air_contents.temperature-T0C]"
message_admins("[key_name_admin(user)] welded a time bomb. Temp: [src.part3.air_contents.temperature-T0C]")
user.show_message("\blue A pressure hole has been bored to the phoron tank valve. The phoron tank can now be ignited.", 1)
else
if(src)
src.status = 0
bombers += "[key_name(user)] unwelded a time bomb. Temp: [src.part3.air_contents.temperature-T0C]"
user << "\blue The hole has been closed."
src.part2.secured = src.status
src.add_fingerprint(user)
return
/obj/item/assembly/t_i_ptank/attack_self(mob/user as mob)
src.part1.attack_self(user, 1)
playsound(src.loc, 'sound/weapons/armbomb.ogg', 100, 1)
src.add_fingerprint(user)
return
/obj/item/assembly/t_i_ptank/receive_signal()
//world << "tiptank [src] got signal"
for(var/mob/O in hearers(1, null))
O.show_message(text("\icon[] *beep* *beep*", src), 3, "*beep* *beep*", 2)
//Foreach goto(19)
if ((src.status && prob(90)))
//world << "sent ignite() to [src.part3]"
src.part3.ignite()
else
if(!src.status)
src.part3.release()
return
/obj/item/assembly/t_i_ptank/emp_act(severity)
if(istype(part3,/obj/item/weapon/tank/phoron) && prob(100/severity))
part3.ignite()
..()
/obj/item/assembly/r_i_ptank/examine()
..()
src.part3.examine()
/obj/item/assembly/r_i_ptank/Del()
//src.part1 = null
del(src.part1)
//src.part2 = null
del(src.part2)
//src.part3 = null
del(src.part3)
..()
return
/obj/item/assembly/r_i_ptank/attackby(obj/item/weapon/W as obj, mob/user as mob)
..()
if (istype(W, /obj/item/device/analyzer))
src.part3.attackby(W, user)
return
if ((istype(W, /obj/item/weapon/wrench) && !( src.status )))
var/obj/item/assembly/rad_ignite/R = new(get_turf(src.loc))
R.part1 = src.part1
R.part1.master = R
R.part1.loc = R
R.part2 = src.part2
R.part2.master = R
R.part2.loc = R
if (user.get_inactive_hand()==src)
user.put_in_inactive_hand(part3)
else
part3.loc = src.loc
src.part1 = null
src.part2 = null
src.part3 = null
del(src)
return
if (!( istype(W, /obj/item/weapon/weldingtool) && W:welding ))
return
if (!( src.status ))
src.status = 1
bombers += "[key_name(user)] welded a radio bomb. Temp: [src.part3.air_contents.temperature-T0C]"
message_admins("[key_name_admin(user)] welded a radio bomb. Temp: [src.part3.air_contents.temperature-T0C]")
user.show_message("\blue A pressure hole has been bored to the phoron tank valve. The phoron tank can now be ignited.", 1)
else
src.status = 0
bombers += "[key_name(user)] unwelded a radio bomb. Temp: [src.part3.air_contents.temperature-T0C]"
user << "\blue The hole has been closed."
src.part2.secured = src.status
src.part1.b_stat = !( src.status )
src.add_fingerprint(user)
return
/obj/item/assembly/r_i_ptank/emp_act(severity)
if(istype(part3,/obj/item/weapon/tank/phoron) && prob(100/severity))
part3.ignite()
..()
/obj/item/clothing/suit/armor/a_i_a_ptank/attackby(obj/item/weapon/W as obj, mob/user as mob)
..()
if (istype(W, /obj/item/device/analyzer))
src.part4.attackby(W, user)
return
if ((istype(W, /obj/item/weapon/wrench) && !( src.status )))
var/obj/item/assembly/a_i_a/R = new(get_turf(src.loc))
R.part1 = src.part1
R.part1.master = R
R.part1.loc = R
R.part2 = src.part2
R.part2.master = R
R.part2.loc = R
R.part3 = src.part3
R.part3.master = R
R.part3.loc = R
if (user.get_inactive_hand()==src)
user.put_in_inactive_hand(part4)
else
part4.loc = src.loc
src.part1 = null
src.part2 = null
src.part3 = null
src.part4 = null
del(src)
return
if (( istype(W, /obj/item/weapon/weldingtool) && W:welding))
return
if (!( src.status ))
src.status = 1
bombers += "[key_name(user)] welded a suicide bomb. Temp: [src.part4.air_contents.temperature-T0C]"
message_admins("[key_name_admin(user)] welded a suicide bomb. Temp: [src.part4.air_contents.temperature-T0C]")
user.show_message("\blue A pressure hole has been bored to the phoron tank valve. The phoron tank can now be ignited.", 1)
else
src.status = 0
bombers += "[key_name(user)] unwelded a suicide bomb. Temp: [src.part4.air_contents.temperature-T0C]"
user << "\blue The hole has been closed."
// src.part3.status = src.status
src.add_fingerprint(user)
return
/obj/item/assembly/r_i_ptank/attack_self(mob/user as mob)
playsound(src.loc, 'sound/weapons/armbomb.ogg', 100, 1)
src.part1.attack_self(user, 1)
src.add_fingerprint(user)
return
/obj/item/assembly/r_i_ptank/receive_signal()
//world << "riptank [src] got signal"
for(var/mob/O in hearers(1, null))
O.show_message(text("\icon[] *beep* *beep*", src), 3, "*beep* *beep*", 2)
//Foreach goto(19)
if ((src.status && prob(90)))
//world << "sent ignite() to [src.part3]"
src.part3.ignite()
else
if(!src.status)
src.part3.release()
return
//*****RM