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