TG: Made you able to disassemble a few more computers. These are:

* Arcade
 * Prison Shuttle Console
 * Area Air Control
 * Atmos Alert Computer
 * Mining Shuttle Console
If anybody is not okay with this, feel free to comment out the attackby code of
that computer. But keep the circuitboard for future reference.
This should make all computers on the station be able to be disassembled.

Fixed some error message for cellchargers.
Revision: r3683
Author: 	 daniel.cf.hultgren
This commit is contained in:
Erthilo
2012-06-01 23:18:12 +01:00
parent e97e99a046
commit 03737faf44
9 changed files with 158 additions and 26 deletions
-16
View File
@@ -6,22 +6,6 @@
var/obj/item/weapon/circuitboard/circuit = null //if circuit==null, computer can't disassemble
/obj/machinery/computer/arcade
name = "arcade machine"
desc = "Does not support Pinball."
icon = 'computer.dmi'
icon_state = "arcade"
circuit = "/obj/item/weapon/circuitboard/arcade"
var/enemy_name = "Space Villian"
var/temp = "Winners Don't Use Spacedrugs" //Temporary message, for attack messages, etc
var/player_hp = 30 //Player health/attack points
var/player_mp = 10
var/enemy_hp = 45 //Enemy health/attack points
var/enemy_mp = 20
var/gameover = 0
var/blocked = 0 //Player cannot attack/heal while set
/obj/machinery/computer/station_alert
name = "Station Alert Computer"
desc = "Used to access the station's automated alert system."
@@ -2,6 +2,7 @@
name = "Area Air Control"
desc = "A computer used to control the stationary scrubbers and pumps in the area."
icon_state = "computer_generic"
circuit = "/obj/item/weapon/circuitboard/area_atmos"
var/scrubber_state = 0 //0 = off; 1 = on
@@ -39,4 +40,27 @@
var/area/A2 = T2.loc
if ( istype(A2) && A2.master && A2.master == A )
SCRUBBER.on = scrubber_state
SCRUBBER.update_icon()
SCRUBBER.update_icon()
attackby(I as obj, user as mob)
if(istype(I, /obj/item/weapon/screwdriver))
playsound(src.loc, 'Screwdriver.ogg', 50, 1)
if(do_after(user, 20))
var/obj/structure/computerframe/A = new /obj/structure/computerframe( src.loc )
var/obj/item/weapon/circuitboard/area_atmos/M = new /obj/item/weapon/circuitboard/area_atmos( A )
for (var/obj/C in src)
C.loc = src.loc
A.circuit = M
A.anchored = 1
if (src.stat & BROKEN)
user << "\blue The broken glass falls out."
new /obj/item/weapon/shard( src.loc )
A.state = 3
A.icon_state = "3"
else
user << "\blue You disconnect the monitor."
A.state = 4
A.icon_state = "4"
del(src)
+2 -2
View File
@@ -1,4 +1,4 @@
//This file was auto-corrected by findeclaration.exe on 29/05/2012 15:03:04
//This file was auto-corrected by findeclaration.exe on 25.5.2012 20:42:31
/obj/machinery/cell_charger
@@ -50,7 +50,7 @@
if(!isarea(a))
return
if(a.power_equip == 0) // There's no APC in this area, don't try to cheat power!
user << "\red The charger rejects the cell!"
user << "\red The [name] blinks red as you try to insert the cell!"
return
user.drop_item()
+36
View File
@@ -1,3 +1,18 @@
/obj/machinery/computer/arcade
name = "arcade machine"
desc = "Does not support Pinball."
icon = 'computer.dmi'
icon_state = "arcade"
circuit = "/obj/item/weapon/circuitboard/arcade"
var/enemy_name = "Space Villian"
var/temp = "Winners Don't Use Spacedrugs" //Temporary message, for attack messages, etc
var/player_hp = 30 //Player health/attack points
var/player_mp = 10
var/enemy_hp = 45 //Enemy health/attack points
var/enemy_mp = 20
var/gameover = 0
var/blocked = 0 //Player cannot attack/heal while set
/obj/machinery/computer/arcade
var/turtle = 0
@@ -224,3 +239,24 @@
src.updateUsrDialog()
else if(istype(I, /obj/item/weapon/screwdriver))
playsound(src.loc, 'Screwdriver.ogg', 50, 1)
if(do_after(user, 20))
var/obj/structure/computerframe/A = new /obj/structure/computerframe( src.loc )
var/obj/item/weapon/circuitboard/arcade/M = new /obj/item/weapon/circuitboard/arcade( A )
for (var/obj/C in src)
C.loc = src.loc
A.circuit = M
A.anchored = 1
if (src.stat & BROKEN)
user << "\blue The broken glass falls out."
new /obj/item/weapon/shard( src.loc )
A.state = 3
A.icon_state = "3"
else
user << "\blue You disconnect the monitor."
A.state = 4
A.icon_state = "4"
del(src)
+25 -1
View File
@@ -1,9 +1,10 @@
//This file was auto-corrected by findeclaration.exe on 29/05/2012 15:03:04
//This file was auto-corrected by findeclaration.exe on 25.5.2012 20:42:31
/obj/machinery/computer/atmos_alert
name = "Atmospheric Alert Computer"
desc = "Used to access the station's atmospheric sensors."
circuit = "/obj/item/weapon/circuitboard/atmos_alert"
icon_state = "alert:0"
var/list/priority_alarms = list()
var/list/minor_alarms = list()
@@ -104,3 +105,26 @@
minor_alarms -= zone
update_icon()
return
attackby(I as obj, user as mob)
if(istype(I, /obj/item/weapon/screwdriver))
playsound(src.loc, 'Screwdriver.ogg', 50, 1)
if(do_after(user, 20))
var/obj/structure/computerframe/A = new /obj/structure/computerframe( src.loc )
var/obj/item/weapon/circuitboard/atmos_alert/M = new /obj/item/weapon/circuitboard/atmos_alert( A )
for (var/obj/C in src)
C.loc = src.loc
A.circuit = M
A.anchored = 1
if (src.stat & BROKEN)
user << "\blue The broken glass falls out."
new /obj/item/weapon/shard( src.loc )
A.state = 3
A.icon_state = "3"
else
user << "\blue You disconnect the monitor."
A.state = 4
A.icon_state = "4"
del(src)
+21 -3
View File
@@ -1,4 +1,4 @@
//This file was auto-corrected by findeclaration.exe on 29/05/2012 15:03:04
//This file was auto-corrected by findeclaration.exe on 25.5.2012 20:42:31
/obj/structure/computerframe
density = 1
@@ -193,7 +193,6 @@
name = "Circuit board (Telecommunications Server Monitor)"
build_path = "/obj/machinery/computer/telecomms/server"
origin_tech = "programming=3"
/obj/item/weapon/circuitboard/comm_traffic
name = "Circuitboard (Telecommunications Traffic Control)"
build_path = "/obj/machinery/computer/telecomms/traffic"
@@ -202,11 +201,30 @@
/obj/item/weapon/circuitboard/curefab
name = "Circuit board (Cure fab)"
build_path = "/obj/machinery/computer/curer"
/obj/item/weapon/circuitboard/splicer
name = "Circuit board (Disease Splicer)"
build_path = "/obj/machinery/computer/diseasesplicer"
/obj/item/weapon/circuitboard/mining_shuttle
name = "Circuit board (Mining Shuttle)"
build_path = "/obj/machinery/computer/mining_shuttle"
origin_tech = "programming=2"
/obj/item/weapon/circuitboard/HolodeckControl // Not going to let people get this, but it's just here for future
name = "Circuit board (Holodeck Control)"
build_path = "/obj/machinery/computer/HolodeckControl"
origin_tech = "programming=4"
/obj/item/weapon/circuitboard/aifixer
name = "Circuit board (AI Integrity Fixer)"
build_path = "/obj/machinery/computer/aifixer"
origin_tech = "programming=3;biotech=2"
/obj/item/weapon/circuitboard/area_atmos
name = "Circuit board (Area Air Control)"
build_path = "/obj/machinery/computer/area_atmos"
origin_tech = "programming=2"
/obj/item/weapon/circuitboard/prison_shuttle
name = "Circuit board (Prison Shuttle)"
build_path = "/obj/machinery/computer/prison_shuttle"
origin_tech = "programming=2"
/obj/item/weapon/circuitboard/supplycomp/attackby(obj/item/I as obj, mob/user as mob)
+2 -2
View File
@@ -1,4 +1,4 @@
//This file was auto-corrected by findeclaration.exe on 29/05/2012 15:03:04
//This file was auto-corrected by findeclaration.exe on 25.5.2012 20:42:31
obj/machinery/recharger
anchored = 1
@@ -29,7 +29,7 @@ obj/machinery/recharger
if(!isarea(a))
return
if(a.power_equip == 0) // There's no APC in this area, don't try to cheat power!
user << "\red The recharger rejects the weapon!"
user << "\red The [name] blinks red as you try to insert the item!"
return
user.drop_item()
G.loc = src
+23 -1
View File
@@ -15,6 +15,7 @@ var/prison_shuttle_timeleft = 0
icon = 'computer.dmi'
icon_state = "shuttle"
req_access = list(access_security)
circuit = "/obj/item/weapon/circuitboard/prison_shuttle"
var/temp = null
var/hacked = 0
var/allowedtocall = 0
@@ -34,7 +35,28 @@ var/prison_shuttle_timeleft = 0
attackby(I as obj, user as mob)
if(istype(I,/obj/item/weapon/card/emag) && (!hacked))
if(istype(I, /obj/item/weapon/screwdriver))
playsound(src.loc, 'Screwdriver.ogg', 50, 1)
if(do_after(user, 20))
var/obj/structure/computerframe/A = new /obj/structure/computerframe( src.loc )
var/obj/item/weapon/circuitboard/prison_shuttle/M = new /obj/item/weapon/circuitboard/prison_shuttle( A )
for (var/obj/C in src)
C.loc = src.loc
A.circuit = M
A.anchored = 1
if (src.stat & BROKEN)
user << "\blue The broken glass falls out."
new /obj/item/weapon/shard( src.loc )
A.state = 3
A.icon_state = "3"
else
user << "\blue You disconnect the monitor."
A.state = 4
A.icon_state = "4"
del(src)
else if(istype(I,/obj/item/weapon/card/emag) && (!hacked))
var/obj/item/weapon/card/emag/E = I
if(E.uses)
E.uses--
+24
View File
@@ -88,6 +88,7 @@ proc/move_mining_shuttle()
icon = 'computer.dmi'
icon_state = "shuttle"
req_access = list(access_mining)
circuit = "/obj/item/weapon/circuitboard/mining_shuttle"
var/hacked = 0
var/location = 0 //0 = station, 1 = mining base
@@ -126,6 +127,28 @@ proc/move_mining_shuttle()
hacked = 1
usr << "You fried the consoles ID checking system. It's now available to everyone!"
else if(istype(W, /obj/item/weapon/screwdriver))
playsound(src.loc, 'Screwdriver.ogg', 50, 1)
if(do_after(user, 20))
var/obj/structure/computerframe/A = new /obj/structure/computerframe( src.loc )
var/obj/item/weapon/circuitboard/mining_shuttle/M = new /obj/item/weapon/circuitboard/mining_shuttle( A )
for (var/obj/C in src)
C.loc = src.loc
A.circuit = M
A.anchored = 1
if (src.stat & BROKEN)
user << "\blue The broken glass falls out."
new /obj/item/weapon/shard( src.loc )
A.state = 3
A.icon_state = "3"
else
user << "\blue You disconnect the monitor."
A.state = 4
A.icon_state = "4"
del(src)
/******************************Lantern*******************************/
/obj/item/device/flashlight/lantern
@@ -166,6 +189,7 @@ proc/move_mining_shuttle()
hammer
name = "Mining Sledge Hammer"
//icon_state = "sledgehammer" Waiting on sprite
desc = "A mining hammer made of reinforced metal. You feel like smashing your boss in the face with this."
silver