Infinite Frame Fixy

Ports https://github.com/Citadel-Station-13/Citadel-Station-13-RP/pull/855 to fix runtimes for several machinery objects.
This commit is contained in:
TheFurryFeline
2019-06-03 18:14:44 -04:00
parent aca58a6864
commit e3e442e9b0
8 changed files with 38 additions and 24 deletions
+7 -3
View File
@@ -94,10 +94,14 @@
user << "You load [W] into [src]."
return
if(default_deconstruction_screwdriver(user, W))
return
if(default_deconstruction_crowbar(user, W))
//TFF 3/6/19 - fix infinite frame creation, ported from Cit RP
if(istype(W, /obj/item/weapon/wrench))
playsound(src, W.usesound, 100, 1)
to_chat(user, "<span class='notice'>You [anchored ? "un" : ""]secure \the [src].</span>")
anchored = !anchored
return
// if(default_deconstruction_crowbar(user, W))
// return
if(istype(W,/obj/item/weapon/disk/botany))
if(loaded_disk)
user << "There is already a data disk loaded."
+2 -2
View File
@@ -293,18 +293,18 @@
else
usr << "<span class='notice'>You must move an ore box up to the drill before you can unload it.</span>"
//TFF 25/5/19 - fix infinite frame issue
/obj/machinery/mining/brace
name = "mining drill brace"
desc = "A machinery brace for an industrial drill. It looks easily two feet thick."
icon_state = "mining_brace"
circuit = /obj/item/weapon/circuitboard/miningdrillbrace
var/obj/machinery/mining/drill/connected
/obj/machinery/mining/brace/New()
..()
component_parts = list()
component_parts += new /obj/item/weapon/circuitboard/miningdrillbrace(src)
/obj/machinery/mining/brace/attackby(obj/item/weapon/W as obj, mob/user as mob)
if(connected && connected.active)
+12 -15
View File
@@ -74,26 +74,23 @@
/obj/machinery/power/smes/batteryrack/chargedisplay()
return round(4 * charge/(capacity ? capacity : 5e6))
//TFF 3/6/19 - Port Cit RP fix for infinite frames
/obj/machinery/power/smes/batteryrack/attackby(var/obj/item/weapon/W as obj, var/mob/user as mob) //these can only be moved by being reconstructed, solves having to remake the powernet.
..() //SMES attackby for now handles screwdriver, cable coils and wirecutters, no need to repeat that here
if(open_hatch)
if(istype(W, /obj/item/weapon/crowbar))
if (charge < (capacity / 100))
if (!output_attempt && !input_attempt)
playsound(src, W.usesound, 50, 1)
var/obj/structure/frame/M = new /obj/structure/frame(src.loc)
M.frame_type = "machine"
M.state = 2
M.icon_state = "machine_1"
for(var/obj/I in component_parts)
I.loc = src.loc
qdel(src)
return 1
else
user << "<span class='warning'>Turn off the [src] before dismantling it.</span>"
if(charge < (capacity/100))
if (output_attempt || input_attempt)
to_chat(user, "<span class='warning'>Turn off \the [src] before dismantling it.</span>")
return
if(terminal)
to_chat(user, "<span class='warning'>You have to disassemble the terminal first!</span>")
return
return dismantle()
else
user << "<span class='warning'>Better let [src] discharge before dismantling it.</span>"
to_chat(user, "<span class='warning'>Better let \the [src] discharge before dismantling it.</span>")
return
else if ((istype(W, /obj/item/weapon/stock_parts/capacitor) && (capacitors_amount < 5)) || (istype(W, /obj/item/weapon/cell) && (cells_amount < 5)))
if (charge < (capacity / 100))
if (!output_attempt && !input_attempt)
+1
View File
@@ -102,6 +102,7 @@
can_buckle = TRUE
buckle_lying = FALSE
circuit = /obj/item/weapon/circuitboard/grounding_rod
/obj/machinery/power/grounding_rod/update_icon()
if(panel_open)