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https://github.com/ParadiseSS13/Paradise.git
synced 2026-08-27 14:07:51 +01:00
HONKputer fixes, should be able to be fully built and deconstructed now
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@@ -220,10 +220,11 @@
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/obj/item/weapon/circuitboard/HONKputer
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name = "Circuit board (HONKputer)"
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build_path = "obj/machinery/computer/HONKputer"
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build_path = "/obj/machinery/computer/HONKputer"
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origin_tech = "programming=4"
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icon = 'icons/obj/machines/HONKputer.dmi'
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icon_state = "bananium_board"
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board_type = "honkcomputer"
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/obj/item/weapon/circuitboard/supplycomp/attackby(obj/item/I as obj, mob/user as mob)
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@@ -438,7 +439,7 @@
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src.state = 0
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if(istype(P, /obj/item/weapon/circuitboard) && !circuit)
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var/obj/item/weapon/circuitboard/B = P
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if(B.board_type == "computer")
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if(B.board_type == "honkcomputer")
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playsound(src.loc, 'sound/items/Deconstruct.ogg', 50, 1)
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user << "\blue You place the circuit board inside the frame."
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src.icon_state = "1"
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@@ -508,12 +509,4 @@
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if(circuit.id) B:id = circuit.id
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if(circuit.records) B:records = circuit.records
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if(circuit.frequency) B:frequency = circuit.frequency
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if(istype(circuit,/obj/item/weapon/circuitboard/supplycomp))
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var/obj/machinery/computer/supplycomp/SC = B
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var/obj/item/weapon/circuitboard/supplycomp/C = circuit
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SC.can_order_contraband = C.contraband_enabled
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if(istype(circuit,/obj/item/weapon/circuitboard/security))
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var/obj/machinery/computer/security/C = B
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var/obj/item/weapon/circuitboard/security/CB = circuit
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C.network = CB.network
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del(src)
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@@ -10,10 +10,9 @@
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var/state = STATE_DEFAULT
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var/const/STATE_DEFAULT = 1
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/obj/machinery/computer/communications/process()
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/obj/machinery/computer/HONKputer/process()
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if(..())
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if(state != STATE_STATUSDISPLAY)
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src.updateDialog()
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src.updateDialog()
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/obj/machinery/computer/HONKputer/Topic(href, href_list)
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if(..())
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@@ -91,3 +90,28 @@
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dat += "<BR>\[ [(src.state != STATE_DEFAULT) ? "<A HREF='?src=\ref[src];operation=main'>Main Menu</A> | " : ""]<A HREF='?src=\ref[user];mach_close=honkputer'>Close</A> \]"
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user << browse(dat, "window=honkputer;size=400x500")
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onclose(user, "honkputer")
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/obj/machinery/computer/HONKputer/attackby(I as obj, user as mob)
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if(istype(I, /obj/item/weapon/screwdriver) && circuit)
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playsound(src.loc, 'sound/items/Screwdriver.ogg', 50, 1)
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if(do_after(user, 20))
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var/obj/structure/computerframe/HONKputer/A = new /obj/structure/computerframe/HONKputer( src.loc )
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var/obj/item/weapon/circuitboard/M = new circuit( A )
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A.circuit = M
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A.anchored = 1
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for (var/obj/C in src)
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C.loc = src.loc
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if (src.stat & BROKEN)
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user << "\blue The broken glass falls out."
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new /obj/item/weapon/shard( src.loc )
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A.state = 3
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A.icon_state = "3"
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else
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user << "\blue You disconnect the monitor."
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A.state = 4
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A.icon_state = "4"
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del(src)
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else
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src.attack_hand(user)
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return
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@@ -84,7 +84,7 @@
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if(body_part != UPPER_TORSO && body_part != LOWER_TORSO) //as hilarious as it is, getting hit on the chest too much shouldn't effectively gib you.
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if(config.limbs_can_break && brute_dam >= max_damage * config.organ_health_multiplier)
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if(body_part != HEAD)
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if ( (sharp && prob(8 * brute)) || (brute > 20 && prob(3 * brute)) )
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if ( (sharp && prob(8 * brute)) || (brute > 20 && prob(2 * brute)) )
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droplimb(1)
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return
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else if( (sharp && prob(5 * brute)) || (brute > 20 && prob(2 * brute)) )
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