Fixes circuit var for other consoles

Also cleans up attackby while we're at it.

Conflicts:
	code/game/dna/dna_modifier.dm
	code/game/machinery/computer/arcade.dm
	code/game/supplyshuttle.dm
	code/modules/mining/mine_items.dm
	code/modules/reagents/Chemistry-Machinery.dm
	code/modules/research/research_shuttle.dm
	code/modules/research/server.dm
This commit is contained in:
mwerezak
2014-05-22 18:05:57 -04:00
committed by ZomgPonies
parent 89af05fd25
commit 418ba281d7
11 changed files with 30 additions and 221 deletions
+2 -34
View File
@@ -289,6 +289,7 @@
icon = 'icons/obj/computer.dmi'
icon_state = "scanner"
density = 1
circuit = /obj/item/weapon/circuitboard/scan_consolenew
var/selected_ui_block = 1.0
var/selected_ui_subblock = 1.0
var/selected_se_block = 1.0
@@ -310,32 +311,6 @@
var/waiting_for_user_input=0 // Fix for #274 (Mash create block injector without answering dialog to make unlimited injectors) - N3X
/obj/machinery/computer/scan_consolenew/attackby(obj/item/I as obj, mob/user as mob)
if(istype(I, /obj/item/weapon/screwdriver))
playsound(get_turf(src), 'sound/items/Screwdriver.ogg', 50, 1)
if(do_after(user, 20))
if (src.stat & BROKEN)
user << "\blue The broken glass falls out."
var/obj/structure/computerframe/A = new /obj/structure/computerframe( src.loc )
getFromPool(/obj/item/weapon/shard, loc)
var/obj/item/weapon/circuitboard/scan_consolenew/M = new /obj/item/weapon/circuitboard/scan_consolenew( A )
for (var/obj/C in src)
C.loc = src.loc
A.circuit = M
A.state = 3
A.icon_state = "3"
A.anchored = 1
del(src)
else
user << "\blue You disconnect the monitor."
var/obj/structure/computerframe/A = new /obj/structure/computerframe( src.loc )
var/obj/item/weapon/circuitboard/scan_consolenew/M = new /obj/item/weapon/circuitboard/scan_consolenew( A )
for (var/obj/C in src)
C.loc = src.loc
A.circuit = M
A.state = 4
A.icon_state = "4"
A.anchored = 1
del(src)
if (istype(I, /obj/item/weapon/disk/data)) //INSERT SOME diskS
if (!src.disk)
user.drop_item()
@@ -345,7 +320,7 @@
nanomanager.update_uis(src) // update all UIs attached to src()
return
else
src.attack_hand(user)
..()
return
/obj/machinery/computer/scan_consolenew/ex_act(severity)
@@ -408,13 +383,6 @@
I.buf = buffer
return 1
/obj/machinery/computer/scan_consolenew/attackby(obj/item/W as obj, mob/user as mob)
if ((istype(W, /obj/item/weapon/disk/data)) && (!src.disk))
user.drop_item()
W.loc = src
src.disk = W
user << "You insert [W]."
nanomanager.update_uis(src) // update all UIs attached to src()
/*
/obj/machinery/computer/scan_consolenew/process() //not really used right now
if(stat & (NOPOWER|BROKEN))
+3 -32
View File
@@ -2,6 +2,7 @@
name = "AI System Integrity Restorer"
icon = 'icons/obj/computer.dmi'
icon_state = "ai-fixer"
circuit = /obj/item/weapon/circuitboard/aifixer
req_access = list(access_captain, access_robotics, access_heads)
var/mob/living/silicon/ai/occupant = null
var/active = 0
@@ -11,43 +12,13 @@
/obj/machinery/computer/aifixer/attackby(I as obj, user as mob)
/*
if(istype(I, /obj/item/weapon/screwdriver))
playsound(src.loc, 'sound/items/Screwdriver.ogg', 50, 1)
if(do_after(user, 20))
if (src.stat & BROKEN)
user << "\blue The broken glass falls out."
var/obj/structure/computerframe/A = new /obj/structure/computerframe( src.loc )
new /obj/item/weapon/shard( src.loc )
var/obj/item/weapon/circuitboard/robotics/M = new /obj/item/weapon/circuitboard/robotics( A )
for (var/obj/C in src)
C.loc = src.loc
M.id = src.id
A.circuit = M
A.state = 3
A.icon_state = "3"
A.anchored = 1
del(src)
else
user << "\blue You disconnect the monitor."
var/obj/structure/computerframe/A = new /obj/structure/computerframe( src.loc )
var/obj/item/weapon/circuitboard/robotics/M = new /obj/item/weapon/circuitboard/robotics( A )
for (var/obj/C in src)
C.loc = src.loc
M.id = src.id
A.circuit = M
A.state = 4
A.icon_state = "4"
A.anchored = 1
del(src)
*/
if(istype(I, /obj/item/device/aicard))
if(stat & (NOPOWER|BROKEN))
user << "This terminal isn't functioning right now, get it working!"
return
I:transfer_ai("AIFIXER","AICARD",src,user)
//src.attack_hand(user)
..()
return
/obj/machinery/computer/aifixer/attack_ai(var/mob/user as mob)
+2 -20
View File
@@ -266,27 +266,9 @@
src.updateUsrDialog()
else if(istype(I, /obj/item/weapon/screwdriver))
playsound(get_turf(src), 'sound/items/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."
getFromPool(/obj/item/weapon/shard, loc)
A.state = 3
A.icon_state = "3"
else
user << "\blue You disconnect the monitor."
A.state = 4
A.icon_state = "4"
else
..()
+3 -1
View File
@@ -4,6 +4,7 @@
name = "Pod Launch Control"
desc = "A controll for launching pods. Some people prefer firing Mechas."
icon_state = "computer_generic"
circuit = /obj/item/weapon/circuitboard/pod
var/id = 1.0
var/obj/machinery/mass_driver/connected = null
var/timing = 0.0
@@ -48,7 +49,7 @@
return
return
/*
/obj/machinery/computer/pod/attackby(I as obj, user as mob)
if(istype(I, /obj/item/weapon/screwdriver))
playsound(loc, 'sound/items/Screwdriver.ogg', 50, 1)
@@ -103,6 +104,7 @@
else
attack_hand(user)
return
*/
/obj/machinery/computer/pod/attack_ai(var/mob/user as mob)
+1 -29
View File
@@ -500,36 +500,8 @@ var/list/mechtoys = list(
user << "\blue Special supplies unlocked."
hacked = 1
return
if(istype(I, /obj/item/weapon/screwdriver))
playsound(loc, 'sound/items/Screwdriver.ogg', 50, 1)
if(do_after(user, 20))
if (stat & BROKEN)
user << "\blue The broken glass falls out."
var/obj/structure/computerframe/A = new /obj/structure/computerframe( loc )
getFromPool(/obj/item/weapon/shard, loc)
var/obj/item/weapon/circuitboard/supplycomp/M = new /obj/item/weapon/circuitboard/supplycomp( A )
for (var/obj/C in src)
C.loc = loc
A.circuit = M
A.state = 3
A.icon_state = "3"
A.anchored = 1
del(src)
else
user << "\blue You disconnect the monitor."
var/obj/structure/computerframe/A = new /obj/structure/computerframe( loc )
var/obj/item/weapon/circuitboard/supplycomp/M = new /obj/item/weapon/circuitboard/supplycomp( A )
if(can_order_contraband)
M.contraband_enabled = 1
for (var/obj/C in src)
C.loc = loc
A.circuit = M
A.state = 4
A.icon_state = "4"
A.anchored = 1
del(src)
else
attack_hand(user)
..()
return
/obj/machinery/computer/supplycomp/Topic(href, href_list)
+2 -22
View File
@@ -154,28 +154,8 @@ proc/move_mining_shuttle()
src.req_access = list()
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, 'sound/items/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."
getFromPool(/obj/item/weapon/shard, 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
..()
/******************************Lantern*******************************/
+3
View File
@@ -31,6 +31,7 @@
desc = "A computer to remotely control a gas turbine"
icon = 'icons/obj/computer.dmi'
icon_state = "airtunnel0e"
circuit = /obj/item/weapon/circuitboard/turbine_control
anchored = 1
density = 1
var/obj/machinery/compressor/compressor
@@ -220,6 +221,7 @@
if(P.id == id)
doors += P
/*
/obj/machinery/computer/turbine_computer/attackby(I as obj, user as mob)
if(istype(I, /obj/item/weapon/screwdriver))
playsound(src.loc, 'sound/items/Screwdriver.ogg', 50, 1)
@@ -252,6 +254,7 @@
else
src.attack_hand(user)
return
*/
/obj/machinery/computer/turbine_computer/attack_hand(var/mob/user as mob)
user.machine = src
+4 -29
View File
@@ -590,8 +590,9 @@
anchored = 1
icon = 'icons/obj/chemical.dmi'
icon_state = "mixer0"
use_power = 1
idle_power_usage = 20
circuit = /obj/item/weapon/circuitboard/pandemic
//use_power = 1
//idle_power_usage = 20 //defaults make more sense.
var/temphtml = ""
var/wait = null
var/obj/item/weapon/reagent_containers/glass/beaker = null
@@ -820,33 +821,7 @@
/obj/machinery/computer/pandemic/attackby(var/obj/I as obj, var/mob/user as mob)
if(istype(I, /obj/item/weapon/screwdriver))
playsound(src.loc, 'sound/items/Screwdriver.ogg', 50, 1)
if(do_after(user, 20))
if (src.stat & BROKEN)
user << "\blue The broken glass falls out."
var/obj/structure/computerframe/A = new /obj/structure/computerframe(src.loc)
getFromPool(/obj/item/weapon/shard, loc)
var/obj/item/weapon/circuitboard/pandemic/M = new /obj/item/weapon/circuitboard/pandemic(A)
for (var/obj/C in src)
C.loc = src.loc
A.circuit = M
A.state = 3
A.icon_state = "3"
A.anchored = 1
del(src)
else
user << "\blue You disconnect the monitor."
var/obj/structure/computerframe/A = new /obj/structure/computerframe( src.loc )
var/obj/item/weapon/circuitboard/pandemic/M = new /obj/item/weapon/circuitboard/pandemic(A)
for (var/obj/C in src)
C.loc = src.loc
A.circuit = M
A.state = 4
A.icon_state = "4"
A.anchored = 1
del(src)
else if(istype(I, /obj/item/weapon/reagent_containers/glass))
if(istype(I, /obj/item/weapon/reagent_containers/glass))
if(stat & (NOPOWER|BROKEN)) return
if(src.beaker)
user << "A beaker is already loaded into the machine."
+2 -21
View File
@@ -100,24 +100,5 @@ proc/move_research_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, 'sound/items/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/research_shuttle/M = new /obj/item/weapon/circuitboard/research_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."
getFromPool(/obj/item/weapon/shard, 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
..()
+4 -29
View File
@@ -194,6 +194,7 @@
/obj/machinery/computer/rdservercontrol
name = "R&D Server Controller"
icon_state = "rdcomp"
circuit = /obj/item/weapon/circuitboard/rdservercontrol
var/screen = 0
var/obj/machinery/r_n_d/server/temp_server
var/list/servers = list()
@@ -333,38 +334,12 @@
return
/obj/machinery/computer/rdservercontrol/attackby(var/obj/item/weapon/D as obj, var/mob/user as mob)
if(istype(D, /obj/item/weapon/screwdriver))
playsound(src.loc, 'sound/items/Screwdriver.ogg', 50, 1)
if(do_after(user, 20))
if (src.stat & BROKEN)
user << "\blue The broken glass falls out."
var/obj/structure/computerframe/A = new /obj/structure/computerframe( src.loc )
getFromPool(/obj/item/weapon/shard, loc)
var/obj/item/weapon/circuitboard/rdservercontrol/M = new /obj/item/weapon/circuitboard/rdservercontrol( A )
for (var/obj/C in src)
C.loc = src.loc
A.circuit = M
A.state = 3
A.icon_state = "3"
A.anchored = 1
del(src)
else
user << "\blue You disconnect the monitor."
var/obj/structure/computerframe/A = new /obj/structure/computerframe( src.loc )
var/obj/item/weapon/circuitboard/rdservercontrol/M = new /obj/item/weapon/circuitboard/rdservercontrol( A )
for (var/obj/C in src)
C.loc = src.loc
A.circuit = M
A.state = 4
A.icon_state = "4"
A.anchored = 1
del(src)
else if(istype(D, /obj/item/weapon/card/emag) && !emagged)
if(istype(D, /obj/item/weapon/card/emag) && !emagged)
playsound(src.loc, 'sound/effects/sparks4.ogg', 75, 1)
emagged = 1
user << "\blue You you disable the security protocols"
src.updateUsrDialog()
return
return ..()
/obj/machinery/r_n_d/server/robotics
@@ -378,4 +353,4 @@
name = "Core R&D Server"
id_with_upload_string = "1"
id_with_download_string = "1"
server_id = 1
server_id = 1
+4 -4
View File
@@ -2,20 +2,20 @@
name = "Cure Research Machine"
icon = 'icons/obj/computer.dmi'
icon_state = "dna"
circuit = /obj/item/weapon/circuitboard/curefab
var/curing
var/virusing
var/obj/item/weapon/reagent_containers/container = null
/obj/machinery/computer/curer/attackby(var/obj/I as obj, var/mob/user as mob)
if(istype(I, /obj/item/weapon/screwdriver))
return ..(I,user)
if(istype(I,/obj/item/weapon/reagent_containers))
var/mob/living/carbon/C = user
if(!container)
container = I
C.drop_item()
I.loc = src
return
if(istype(I,/obj/item/weapon/virusdish))
if(virusing)
user << "<b>The pathogen materializer is still recharging.."
@@ -31,8 +31,8 @@
state("The [src.name] Buzzes", "blue")
return
src.attack_hand(user)
return
..()
return
/obj/machinery/computer/curer/attack_ai(var/mob/user as mob)
return src.attack_hand(user)