diff --git a/code/modules/research/rdconsole.dm b/code/modules/research/rdconsole.dm
index 54bf2aa3340..325a275242d 100644
--- a/code/modules/research/rdconsole.dm
+++ b/code/modules/research/rdconsole.dm
@@ -198,14 +198,13 @@ won't update every console in existence) but it's more of a hassle to do. Also,
/obj/machinery/computer/rdconsole/tgui_act(action, list/params)
if(..())
- return FALSE
+ return
if(!allowed(usr) && !isobserver(usr))
- return FALSE
+ return
add_fingerprint(usr)
- usr.set_machine(src)
switch(action)
if("nav") //Switches menu screens. Converts a sent text string into a number. Saves a LOT of code.
@@ -249,7 +248,9 @@ won't update every console in existence) but it's more of a hassle to do. Also,
if("eject_tech") //Eject the technology disk.
if(t_disk)
- t_disk.loc = src.loc
+ t_disk.forceMove(loc)
+ if(Adjacent(usr) && !issilicon(usr))
+ usr.put_in_hands(t_disk)
t_disk = null
menu = 0
submenu = 0
@@ -274,7 +275,9 @@ won't update every console in existence) but it's more of a hassle to do. Also,
if("eject_design") //Eject the design disk.
if(d_disk)
- d_disk.loc = src.loc
+ d_disk.forceMove(loc)
+ if(Adjacent(usr) && !issilicon(usr))
+ usr.put_in_hands(d_disk)
d_disk = null
menu = 0
submenu = 0
@@ -293,7 +296,7 @@ won't update every console in existence) but it's more of a hassle to do. Also,
autolathe_friendly = 0
D.category -= "Imported"
if(D.build_type & (AUTOLATHE|PROTOLATHE|CRAFTLATHE)) // Specifically excludes circuit imprinter and mechfab
- D.build_type = autolathe_friendly ? (D.build_type | AUTOLATHE) : D.build_type
+ D.build_type = autolathe_friendly ? (D.build_type|AUTOLATHE) : D.build_type
D.category |= "Imported"
d_disk.blueprint = D
menu = 2
@@ -302,10 +305,10 @@ won't update every console in existence) but it's more of a hassle to do. Also,
if("eject_item") //Eject the item inside the destructive analyzer.
if(linked_destroy)
if(linked_destroy.busy)
- to_chat(usr, " The destructive analyzer is busy at the moment.")
+ to_chat(usr, "[linked_destroy] is busy at the moment.")
else if(linked_destroy.loaded_item)
- linked_destroy.loaded_item.loc = linked_destroy.loc
+ linked_destroy.loaded_item.forceMove(linked_destroy.loc)
linked_destroy.loaded_item = null
linked_destroy.icon_state = "d_analyzer"
menu = 3
@@ -324,7 +327,7 @@ won't update every console in existence) but it's more of a hassle to do. Also,
if("deconstruct") //Deconstruct the item in the destructive analyzer and update the research holder.
if(linked_destroy)
if(linked_destroy.busy)
- to_chat(usr, "The destructive analyzer is busy at the moment.")
+ to_chat(usr, "[linked_destroy] is busy at the moment.")
return
var/list/temp_tech = linked_destroy.ConvertReqString2List(linked_destroy.loaded_item.origin_tech)
var/cancontinue = FALSE
@@ -336,17 +339,17 @@ won't update every console in existence) but it's more of a hassle to do. Also,
var/choice = input("This item does not raise tech levels. Proceed destroying loaded item anyway?") in list("Proceed", "Cancel")
if(choice == "Cancel" || !linked_destroy)
return
- linked_destroy.busy = 1
+ linked_destroy.busy = TRUE
add_wait_message("Processing and Updating Database...", DECONSTRUCT_DELAY)
SStgui.update_uis(src)
flick("d_analyzer_process", linked_destroy)
spawn(DECONSTRUCT_DELAY)
clear_wait_message()
if(linked_destroy)
- linked_destroy.busy = 0
+ linked_destroy.busy = FALSE
if(!linked_destroy.hacked)
if(!linked_destroy.loaded_item)
- to_chat(usr, "The destructive analyzer appears to be empty.")
+ to_chat(usr, "[linked_destroy] appears to be empty.")
menu = 0
submenu = 0
return
@@ -368,7 +371,7 @@ won't update every console in existence) but it's more of a hassle to do. Also,
for(var/obj/I in linked_destroy.contents)
for(var/mob/M in I.contents)
M.death()
- if(istype(I,/obj/item/stack/sheet))//Only deconsturcts one sheet at a time instead of the entire stack
+ if(istype(I, /obj/item/stack/sheet))//Only deconsturcts one sheet at a time instead of the entire stack
var/obj/item/stack/sheet/S = I
if(S.amount > 1)
S.amount--
@@ -393,15 +396,15 @@ won't update every console in existence) but it's more of a hassle to do. Also,
clear_wait_message()
if(src)
for(var/obj/machinery/r_n_d/server/S in GLOB.machines)
- var/server_processed = 0
+ var/server_processed = FALSE
if(S.disabled)
continue
if((id in S.id_with_upload) || istype(S, /obj/machinery/r_n_d/server/centcom))
files.push_data(S.files)
- server_processed = 1
+ server_processed = TRUE
if(((id in S.id_with_download) && !istype(S, /obj/machinery/r_n_d/server/centcom)) || S.hacked)
S.files.push_data(files)
- server_processed = 1
+ server_processed = TRUE
if(!istype(S, /obj/machinery/r_n_d/server/centcom) && server_processed)
S.produce_heat(100)
SStgui.update_uis(src)
@@ -412,16 +415,16 @@ won't update every console in existence) but it's more of a hassle to do. Also,
if("build") //Causes the Protolathe to build something.
if(linked_lathe)
if(linked_lathe.busy)
- to_chat(usr, "Protolathe is busy at the moment.")
+ to_chat(usr, "[linked_lathe] is busy at the moment.")
return TRUE
var/coeff = linked_lathe.efficiency_coeff
var/g2g = 1
var/datum/design/being_built = files.known_designs[params["id"]]
if(being_built)
var/power = 2000
- var/amount=text2num(params["amount"])
+ var/amount = text2num(params["amount"])
if(being_built.make_reagents.len)
- return 0
+ return FALSE
amount = max(1, min(10, amount))
for(var/M in being_built.materials)
power += round(being_built.materials[M] * amount / 5)
@@ -437,24 +440,24 @@ won't update every console in existence) but it's more of a hassle to do. Also,
var/enough_materials = 1
add_wait_message("Constructing Prototype. Please Wait...", time_to_construct)
- linked_lathe.busy = 1
- flick("protolathe_n",linked_lathe)
+ linked_lathe.busy = TRUE
+ flick("protolathe_n", linked_lathe)
use_power(power)
var/list/efficient_mats = list()
for(var/MAT in being_built.materials)
- efficient_mats[MAT] = being_built.materials[MAT]*coeff
+ efficient_mats[MAT] = being_built.materials[MAT] * coeff
if(!linked_lathe.materials.has_materials(efficient_mats, amount))
- src.visible_message("The [src.name] beeps, \"Not enough materials to complete prototype.\"")
- enough_materials = 0
- g2g = 0
+ atom_say("Not enough materials to complete prototype.")
+ enough_materials = FALSE
+ g2g = FALSE
else
for(var/R in being_built.reagents_list)
- if(!linked_lathe.reagents.has_reagent(R, being_built.reagents_list[R])*coeff)
- src.visible_message("The [src.name] beeps, \"Not enough reagents to complete prototype.\"")
- enough_materials = 0
- g2g = 0
+ if(!linked_lathe.reagents.has_reagent(R, being_built.reagents_list[R]) * coeff)
+ atom_say("Not enough reagents to complete prototype.")
+ enough_materials = FALSE
+ g2g = FALSE
if(enough_materials)
linked_lathe.materials.use_amount(efficient_mats, amount)
@@ -468,7 +471,7 @@ won't update every console in existence) but it's more of a hassle to do. Also,
if(g2g) //And if we only fail the material requirements, we still spend time and power
for(var/i = 0, iAccess denied.")
- return 1
+ return TRUE
tgui_interact(user)
/obj/machinery/computer/rdconsole/tgui_interact(mob/user, ui_key = "main", datum/tgui/ui = null, force_open = TRUE, datum/tgui/master_ui = null, datum/tgui_state/state = GLOB.tgui_default_state)
user.set_machine(src)
ui = SStgui.try_update_ui(user, src, ui_key, ui, force_open)
if(!ui)
- ui = new(user, src, ui_key, "RndConsole", src.name, 800, 550, master_ui, state)
+ ui = new(user, src, ui_key, "RndConsole", name, 800, 550, master_ui, state)
ui.open()
-/obj/machinery/computer/rdconsole/tgui_data(mob/user, ui_key = "main", datum/topic_state/state = GLOB.default_state)
+/obj/machinery/computer/rdconsole/tgui_data(mob/user)
var/list/data = list()
files.RefreshResearch()