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Adds some examine helpers (#18997)
* Adds some examine helpers * Includes suggestions * Macroifies some "the"s * Update code/game/machinery/camera/camera.dm Co-authored-by: Contrabang <91113370+Contrabang@users.noreply.github.com> * Apply suggestions from code review Co-authored-by: Luc <89928798+lewcc@users.noreply.github.com> * Update code/game/objects/items/devices/radio/intercom.dm Co-authored-by: Luc <89928798+lewcc@users.noreply.github.com> Co-authored-by: Contrabang <91113370+Contrabang@users.noreply.github.com> Co-authored-by: Luc <89928798+lewcc@users.noreply.github.com> Co-authored-by: Charlie <69320440+hal9000PR@users.noreply.github.com>
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@@ -49,11 +49,11 @@
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if(get_dist(user, src) <= 2)
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switch(stage)
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if(1)
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. += "It's an empty frame."
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. += "<span class='notice'>It's an empty frame <b>bolted</b> to the wall. It needs to be <i>wired</i>.</span>"
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if(2)
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. += "It's wired."
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. += "<span class='notice'>The frame is <b>wired</b>, but the casing's cover is <i>unscrewed</i>.</span>"
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if(3)
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. += "The casing is closed."
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. += "<span class='notice'>The casing is <b>screwed</b> shut.</span>"
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/obj/machinery/light_construct/wrench_act(mob/living/user, obj/item/I)
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. = TRUE
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@@ -418,13 +418,14 @@
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if(in_range(user, src))
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switch(status)
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if(LIGHT_OK)
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. += "It is turned [on? "on" : "off"]."
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. += "<span class='notice'>It is turned [on ? "on" : "off"].</span>"
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if(LIGHT_EMPTY)
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. += "The [fitting] has been removed."
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. += "<span class='notice'>The [fitting] has been removed.</span>"
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. += "<span class='notice'>The casing can be <b>unscrewed</b>.</span>"
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if(LIGHT_BURNED)
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. += "The [fitting] is burnt out."
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. += "<span class='notice'>The [fitting] is burnt out.</span>"
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if(LIGHT_BROKEN)
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. += "The [fitting] has been smashed."
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. += "<span class='notice'>The [fitting] has been smashed.</span>"
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// attack with item - insert light (if right type), otherwise try to break the light
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@@ -122,18 +122,20 @@ So, hopefully this is helpful if any more icons are to be added/changed/wonderin
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return 1
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/obj/structure/particle_accelerator/examine(mob/user)
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. = ..()
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switch(construction_state)
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if(0)
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desc = text("A [name], looks like it's not attached to the flooring")
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if(1)
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desc = text("A [name], it is missing some cables")
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if(2)
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desc = text("A [name], the panel is open")
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if(3)
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desc = text("The [name] is assembled")
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if(ACCELERATOR_UNWRENCHED)
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. += "<span class='notice'>\The [name]'s <i>anchoring bolts</i> are loose.</span>"
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if(ACCELERATOR_WRENCHED)
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. += "<span class='notice'>\The [name]'s anchoring bolts are <b>wrenched</b> in place, but it lacks <i>wiring</i>.</span>"
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if(ACCELERATOR_WIRED)
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. += "<span class='notice'>\The [name] is <b>wired</b>, but the maintenance panel is <i>unscrewed and open</i>.</span>"
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if(ACCELERATOR_READY)
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. += "<span class='notice'>\The [name] is assembled and the maintenence panel is <b>screwed shut</b>.</span>"
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if(powered)
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desc = desc_holder
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. = ..()
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if(!anchored)
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. += "<span class='notice'>Alt-click to rotate it.</span>"
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/obj/structure/particle_accelerator/deconstruct(disassembled = TRUE)
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if(!(flags & NODECONSTRUCT))
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@@ -198,6 +198,15 @@
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S.amount = 2
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glass_type = null
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/obj/item/solar_assembly/examine(mob/user)
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. = ..()
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. += "<span class='notice'>The solar assembly is <b>[anchored ? "wrenched into place" : "unwrenched"]</b>.</span>"
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if(tracker)
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. += "<span class='notice'>The solar assembly has a tracking circuit installed. It can be <b>pried out</b>.</span>"
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else
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. += "<span class='notice'>The solar assembly has a slot for a <i>tracking circuit<i> board.</span>"
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if(anchored)
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.+= "<span class='notice'>The solar assembly needs <i>glass<i> to be completed.</span>"
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/obj/item/solar_assembly/attackby(obj/item/W, mob/user, params)
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