mirror of
https://github.com/ParadiseSS13/Paradise.git
synced 2026-08-22 03:27:05 +01:00
reformats assembly.dm and proximity.dm
This commit is contained in:
+100
-154
@@ -5,7 +5,7 @@
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icon_state = ""
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flags = CONDUCT
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w_class = WEIGHT_CLASS_SMALL
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materials = list(MAT_METAL=100)
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materials = list(MAT_METAL = 100)
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throwforce = 2
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throw_speed = 3
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throw_range = 10
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@@ -18,7 +18,7 @@
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var/secured = 1
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var/list/attached_overlays = null
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var/obj/item/assembly_holder/holder = null
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var/cooldown = 0//To prevent spam
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var/cooldown = 0 //To prevent spam
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var/wires = WIRE_RECEIVE | WIRE_PULSE
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var/datum/wires/connected = null // currently only used by timer/signaler
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@@ -28,173 +28,119 @@
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var/const/WIRE_RADIO_RECEIVE = 8 //Allows Pulsed(1) to call Activate()
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var/const/WIRE_RADIO_PULSE = 16 //Allows Pulse(1) to send a radio message
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proc/activate() //What the device does when turned on
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return
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/obj/item/assembly/proc/activate() //What the device does when turned on
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return
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proc/pulsed(var/radio = 0) //Called when another assembly acts on this one, var/radio will determine where it came from for wire calcs
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return
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/obj/item/assembly/proc/pulsed(radio = 0) //Called when another assembly acts on this one, var/radio will determine where it came from for wire calcs
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return
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proc/pulse(var/radio = 0) //Called when this device attempts to act on another device, var/radio determines if it was sent via radio or direct
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return
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/obj/item/assembly/proc/pulse(radio = 0) //Called when this device attempts to act on another device, var/radio determines if it was sent via radio or direct
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return
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proc/toggle_secure() //Code that has to happen when the assembly is un\secured goes here
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return
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/obj/item/assembly/proc/toggle_secure() //Code that has to happen when the assembly is un\secured goes here
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return
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proc/attach_assembly(var/obj/A, var/mob/user) //Called when an assembly is attacked by another
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return
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/obj/item/assembly/proc/attach_assembly(obj/A, mob/user) //Called when an assembly is attacked by another
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return
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proc/process_cooldown() //Called via spawn(10) to have it count down the cooldown var
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return
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/obj/item/assembly/proc/process_cooldown() //Called via spawn(10) to have it count down the cooldown var
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return
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proc/holder_movement() //Called when the holder is moved
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return
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/obj/item/assembly/proc/holder_movement() //Called when the holder is moved
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return
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proc/describe() // Called by grenades to describe the state of the trigger (time left, etc)
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return "The trigger assembly looks broken!"
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/obj/item/assembly/proc/describe() // Called by grenades to describe the state of the trigger (time left, etc)
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return "The trigger assembly looks broken!"
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/obj/item/assembly/interact(mob/user) //Called when attack_self is called
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return
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interact(mob/user as mob) //Called when attack_self is called
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return
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process_cooldown()
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cooldown--
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if(cooldown <= 0) return 0
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spawn(10)
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process_cooldown()
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return 1
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Destroy()
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if(istype(src.loc, /obj/item/assembly_holder) || istype(holder))
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var/obj/item/assembly_holder/A = src.loc
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if(A.a_left == src)
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A.a_left = null
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else if(A.a_right == src)
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A.a_right = null
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src.holder = null
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return ..()
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pulsed(var/radio = 0)
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if(holder && (wires & WIRE_RECEIVE))
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activate()
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if(radio && (wires & WIRE_RADIO_RECEIVE))
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activate()
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return 1
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pulse(var/radio = 0)
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if(holder && (wires & WIRE_PULSE))
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holder.process_activation(src, 1, 0)
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if(holder && (wires & WIRE_PULSE_SPECIAL))
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holder.process_activation(src, 0, 1)
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// if(connected && (wires & WIRE_PULSE))
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// connected.Pulse(src)
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// if(radio && (wires & WIRE_RADIO_PULSE))
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//Not sure what goes here quite yet send signal?
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if(istype(loc,/obj/item/grenade)) // This is a hack. Todo: Manage this better -Sayu
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var/obj/item/grenade/G = loc
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G.prime() // Adios, muchachos
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return 1
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activate()
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if(!secured || (cooldown > 0)) return 0
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cooldown = 2
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spawn(10)
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process_cooldown()
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return 1
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toggle_secure()
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secured = !secured
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update_icon()
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return secured
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attach_assembly(var/obj/item/assembly/A, var/mob/user)
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holder = new/obj/item/assembly_holder(get_turf(src))
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if(holder.attach(A,src,user))
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to_chat(user, "<span class='notice'>You attach \the [A] to \the [src]!</span>")
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return 1
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/obj/item/assembly/process_cooldown()
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cooldown--
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if(cooldown <= 0)
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return 0
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spawn(10)
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process_cooldown()
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return 1
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/obj/item/assembly/Destroy()
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if(istype(loc, /obj/item/assembly_holder) || istype(holder))
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var/obj/item/assembly_holder/A = loc
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if(A.a_left == src)
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A.a_left = null
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else if(A.a_right == src)
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A.a_right = null
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holder = null
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return ..()
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attackby(obj/item/W as obj, mob/user as mob, params)
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if(isassembly(W))
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var/obj/item/assembly/A = W
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if((!A.secured) && (!secured))
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attach_assembly(A,user)
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return
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if(istype(W, /obj/item/screwdriver))
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if(toggle_secure())
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to_chat(user, "<span class='notice'>\The [src] is ready!</span>")
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else
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to_chat(user, "<span class='notice'>\The [src] can now be attached!</span>")
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/obj/item/assembly/pulsed(radio = 0)
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if(holder && (wires & WIRE_RECEIVE))
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activate()
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if(radio && (wires & WIRE_RADIO_RECEIVE))
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activate()
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return 1
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/obj/item/assembly/pulse(radio = 0)
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if(holder && (wires & WIRE_PULSE))
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holder.process_activation(src, 1, 0)
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if(holder && (wires & WIRE_PULSE_SPECIAL))
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holder.process_activation(src, 0, 1)
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if(istype(loc, /obj/item/grenade)) // This is a hack. Todo: Manage this better -Sayu
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var/obj/item/grenade/G = loc
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G.prime() // Adios, muchachos
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return 1
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/obj/item/assembly/activate()
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if(!secured || (cooldown > 0))
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return 0
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cooldown = 2
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spawn(10)
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process_cooldown()
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return 1
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/obj/item/assembly/toggle_secure()
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secured = !secured
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update_icon()
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return secured
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/obj/item/assembly/attach_assembly(obj/item/assembly/A, mob/user)
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holder = new /obj/item/assembly_holder(get_turf(src))
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if(holder.attach(A, src, user))
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to_chat(user, "<span class='notice'>You attach [A] to [src]!</span>")
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return 1
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return 0
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/obj/item/assembly/attackby(obj/item/W, mob/user, params)
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if(isassembly(W))
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var/obj/item/assembly/A = W
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if((!A.secured) && (!secured))
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attach_assembly(A, user)
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return
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..()
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if(isscrewdriver(W))
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if(toggle_secure())
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to_chat(user, "<span class='notice'>[src] is ready!</span>")
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else
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to_chat(user, "<span class='notice'>[src] can now be attached!</span>")
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return
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..()
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/obj/item/assembly/process()
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processing_objects.Remove(src)
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process()
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processing_objects.Remove(src)
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/obj/item/assembly/examine(mob/user)
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..()
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if((in_range(src, user) || loc == user))
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if(secured)
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to_chat(user, "[src] is ready!")
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else
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to_chat(user, "[src] can be attached!")
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/obj/item/assembly/attack_self(mob/user)
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if(!user)
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return
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user.set_machine(src)
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interact(user)
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return 1
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examine(mob/user)
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..(user)
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if((in_range(src, user) || loc == user))
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if(secured)
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to_chat(user, "\The [src] is ready!")
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else
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to_chat(user, "\The [src] can be attached!")
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attack_self(mob/user as mob)
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if(!user) return 0
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user.set_machine(src)
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interact(user)
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return 1
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interact(mob/user as mob)
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return //HTML MENU FOR WIRES GOES HERE
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/*
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var/small_icon_state = null//If this obj will go inside the assembly use this for icons
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var/list/small_icon_state_overlays = null//Same here
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var/obj/holder = null
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var/cooldown = 0//To prevent spam
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proc
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Activate()//Called when this assembly is pulsed by another one
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Process_cooldown()//Call this via spawn(10) to have it count down the cooldown var
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Attach_Holder(var/obj/H, var/mob/user)//Called when an assembly holder attempts to attach, sets src's loc in here
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Activate()
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if(cooldown > 0)
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return 0
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cooldown = 2
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spawn(10)
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Process_cooldown()
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//Rest of code here
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return 0
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Process_cooldown()
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cooldown--
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if(cooldown <= 0) return 0
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spawn(10)
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Process_cooldown()
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return 1
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Attach_Holder(var/obj/H, var/mob/user)
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if(!H) return 0
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if(!H.IsAssemblyHolder()) return 0
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//Remember to have it set its loc somewhere in here
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*/
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/obj/item/assembly/interact(mob/user)
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return
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+104
-124
@@ -2,7 +2,7 @@
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name = "proximity sensor"
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desc = "Used for scanning and alerting when someone enters a certain proximity."
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icon_state = "prox"
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materials = list(MAT_METAL=800, MAT_GLASS=200)
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materials = list(MAT_METAL = 800, MAT_GLASS = 200)
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origin_tech = "magnets=1;engineering=1"
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secured = 0
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@@ -13,142 +13,122 @@
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var/timing = 0
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var/time = 10
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proc
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toggle_scan()
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sense()
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describe()
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if(timing)
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return "<span class='notice'>The proximity sensor is arming.</span>"
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return "The proximity sensor is [scanning?"armed":"disarmed"]."
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activate()
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if(!..()) return 0//Cooldown check
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timing = !timing
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update_icon()
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return 0
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toggle_secure()
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secured = !secured
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if(secured)
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processing_objects.Add(src)
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else
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scanning = 0
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timing = 0
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processing_objects.Remove(src)
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update_icon()
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return secured
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HasProximity(atom/movable/AM as mob|obj)
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if(!isobj(AM) && !isliving(AM))
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return
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if(istype(AM, /obj/effect)) return
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if(AM.move_speed < 12) sense()
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return
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sense()
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if((!secured)||(!scanning)||(cooldown > 0)) return 0
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pulse(0)
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visible_message("[bicon(src)] *beep* *beep*", "*beep* *beep*")
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cooldown = 2
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spawn(10)
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process_cooldown()
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return
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process()
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if(timing && (time >= 0))
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time--
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if(timing && time <= 0)
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timing = 0
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toggle_scan()
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time = 10
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return
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dropped()
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..()
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spawn(0)
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sense()
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return
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return
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toggle_scan()
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if(!secured) return 0
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scanning = !scanning
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update_icon()
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return
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/obj/item/assembly/prox_sensor/describe()
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if(timing)
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return "<span class='notice'>The proximity sensor is arming.</span>"
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return "The proximity sensor is [scanning ? "armed" : "disarmed"]."
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/obj/item/assembly/prox_sensor/activate()
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if(!..())
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return 0 //Cooldown check
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timing = !timing
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update_icon()
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overlays.Cut()
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attached_overlays = list()
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if(timing)
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overlays += "prox_timing"
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attached_overlays += "prox_timing"
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if(scanning)
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overlays += "prox_scanning"
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attached_overlays += "prox_scanning"
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if(holder)
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holder.update_icon()
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return 0
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/obj/item/assembly/prox_sensor/toggle_secure()
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secured = !secured
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if(secured)
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processing_objects.Add(src)
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else
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scanning = 0
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timing = 0
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processing_objects.Remove(src)
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update_icon()
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return secured
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/obj/item/assembly/prox_sensor/HasProximity(atom/movable/AM)
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if(!isobj(AM) && !isliving(AM))
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return
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if(istype(AM, /obj/effect))
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return
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if(AM.move_speed < 12)
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sense()
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/obj/item/assembly/prox_sensor/proc/sense()
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if((!secured)||(!scanning)||(cooldown > 0))
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return 0
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pulse(0)
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visible_message("[bicon(src)] *beep* *beep*", "*beep* *beep*")
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cooldown = 2
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spawn(10)
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process_cooldown()
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||||
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Move()
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..()
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/obj/item/assembly/prox_sensor/process()
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||||
if(timing && (time >= 0))
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time--
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if(timing && time <= 0)
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timing = 0
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toggle_scan()
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time = 10
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/obj/item/assembly/prox_sensor/dropped()
|
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..()
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spawn(0)
|
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sense()
|
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return
|
||||
|
||||
holder_movement()
|
||||
sense()
|
||||
/obj/item/assembly/prox_sensor/proc/toggle_scan()
|
||||
if(!secured)
|
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return 0
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||||
scanning = !scanning
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update_icon()
|
||||
|
||||
/obj/item/assembly/prox_sensor/update_icon()
|
||||
overlays.Cut()
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||||
attached_overlays = list()
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||||
if(timing)
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||||
overlays += "prox_timing"
|
||||
attached_overlays += "prox_timing"
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if(scanning)
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overlays += "prox_scanning"
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attached_overlays += "prox_scanning"
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||||
if(holder)
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||||
holder.update_icon()
|
||||
|
||||
interact(mob/user as mob)//TODO: Change this to the wires thingy
|
||||
if(!secured)
|
||||
user.show_message("<span class='warning'>The [name] is unsecured!</span>")
|
||||
return 0
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||||
var/second = time % 60
|
||||
var/minute = (time - second) / 60
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||||
var/dat = text("<TT><B>Proximity Sensor</B>\n[] []:[]\n<A href='?src=[UID()];tp=-30'>-</A> <A href='?src=[UID()];tp=-1'>-</A> <A href='?src=[UID()];tp=1'>+</A> <A href='?src=[UID()];tp=30'>+</A>\n</TT>", (timing ? "<A href='?src=[UID()];time=0'>Arming</A>" : "<A href='?src=[UID()];time=1'>Not Arming</A>"), minute, second)
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||||
dat += "<BR><A href='?src=[UID()];scanning=1'>[scanning?"Armed":"Unarmed"]</A> (Movement sensor active when armed!)"
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||||
dat += "<BR><BR><A href='?src=[UID()];refresh=1'>Refresh</A>"
|
||||
dat += "<BR><BR><A href='?src=[UID()];close=1'>Close</A>"
|
||||
var/datum/browser/popup = new(user, "prox", name, 400, 400)
|
||||
popup.set_content(dat)
|
||||
popup.open(0)
|
||||
onclose(user, "prox")
|
||||
/obj/item/assembly/prox_sensor/Move()
|
||||
..()
|
||||
sense()
|
||||
|
||||
/obj/item/assembly/prox_sensor/holder_movement()
|
||||
sense()
|
||||
|
||||
/obj/item/assembly/prox_sensor/interact(mob/user)//TODO: Change this to the wires thingy
|
||||
if(!secured)
|
||||
user.show_message("<span class='warning'>The [name] is unsecured!</span>")
|
||||
return 0
|
||||
var/second = time % 60
|
||||
var/minute = (time - second) / 60
|
||||
var/dat = text("<TT><B>Proximity Sensor</B>\n[] []:[]\n<A href='?src=[UID()];tp=-30'>-</A> <A href='?src=[UID()];tp=-1'>-</A> <A href='?src=[UID()];tp=1'>+</A> <A href='?src=[UID()];tp=30'>+</A>\n</TT>", (timing ? "<A href='?src=[UID()];time=0'>Arming</A>" : "<A href='?src=[UID()];time=1'>Not Arming</A>"), minute, second)
|
||||
dat += "<BR><A href='?src=[UID()];scanning=1'>[scanning?"Armed":"Unarmed"]</A> (Movement sensor active when armed!)"
|
||||
dat += "<BR><BR><A href='?src=[UID()];refresh=1'>Refresh</A>"
|
||||
dat += "<BR><BR><A href='?src=[UID()];close=1'>Close</A>"
|
||||
var/datum/browser/popup = new(user, "prox", name, 400, 400)
|
||||
popup.set_content(dat)
|
||||
popup.open(0)
|
||||
onclose(user, "prox")
|
||||
|
||||
/obj/item/assembly/prox_sensor/Topic(href, href_list)
|
||||
..()
|
||||
if(!usr.canmove || usr.stat || usr.restrained() || !in_range(loc, usr))
|
||||
usr << browse(null, "window=prox")
|
||||
onclose(usr, "prox")
|
||||
return
|
||||
|
||||
if(href_list["scanning"])
|
||||
toggle_scan()
|
||||
|
||||
Topic(href, href_list)
|
||||
..()
|
||||
if(!usr.canmove || usr.stat || usr.restrained() || !in_range(loc, usr))
|
||||
usr << browse(null, "window=prox")
|
||||
onclose(usr, "prox")
|
||||
return
|
||||
|
||||
if(href_list["scanning"])
|
||||
toggle_scan()
|
||||
|
||||
if(href_list["time"])
|
||||
timing = text2num(href_list["time"])
|
||||
update_icon()
|
||||
|
||||
if(href_list["tp"])
|
||||
var/tp = text2num(href_list["tp"])
|
||||
time += tp
|
||||
time = min(max(round(time), 0), 600)
|
||||
|
||||
if(href_list["close"])
|
||||
usr << browse(null, "window=prox")
|
||||
return
|
||||
|
||||
if(usr)
|
||||
attack_self(usr)
|
||||
if(href_list["time"])
|
||||
timing = text2num(href_list["time"])
|
||||
update_icon()
|
||||
|
||||
if(href_list["tp"])
|
||||
var/tp = text2num(href_list["tp"])
|
||||
time += tp
|
||||
time = min(max(round(time), 0), 600)
|
||||
|
||||
if(href_list["close"])
|
||||
usr << browse(null, "window=prox")
|
||||
return
|
||||
|
||||
if(usr)
|
||||
attack_self(usr)
|
||||
Reference in New Issue
Block a user