Made you able to disassemble a few more computers. These are:

* Arcade
 * Prison Shuttle Console
 * Area Air Control
 * Atmos Alert Computer
 * Mining Shuttle Console
If anybody is not okay with this, feel free to comment out the attackby code of that computer. But keep the circuitboard for future reference.
This should make all computers on the station be able to be disassembled.

Fixed some error message for cellchargers.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3683 316c924e-a436-60f5-8080-3fe189b3f50e
This commit is contained in:
daniel.cf.hultgren@gmail.com
2012-05-27 13:45:01 +00:00
parent c4d7073fea
commit aff56113a4
8 changed files with 138 additions and 6 deletions
@@ -2,6 +2,7 @@
name = "Area Air Control"
desc = "A computer used to control the stationary scrubbers and pumps in the area."
icon_state = "computer_generic"
circuit = "/obj/item/weapon/circuitboard/area_atmos"
var/scrubber_state = 0 //0 = off; 1 = on
@@ -39,4 +40,27 @@
var/area/A2 = T2.loc
if ( istype(A2) && A2.master && A2.master == A )
SCRUBBER.on = scrubber_state
SCRUBBER.update_icon()
SCRUBBER.update_icon()
attackby(I as obj, user as mob)
if(istype(I, /obj/item/weapon/screwdriver))
playsound(src.loc, '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/area_atmos/M = new /obj/item/weapon/circuitboard/area_atmos( 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."
new /obj/item/weapon/shard( src.loc )
A.state = 3
A.icon_state = "3"
else
user << "\blue You disconnect the monitor."
A.state = 4
A.icon_state = "4"
del(src)
+1 -1
View File
@@ -50,7 +50,7 @@
if(!isarea(a))
return
if(a.power_equip == 0) // There's no APC in this area, don't try to cheat power!
user << "\red The charger rejects the cell!"
user << "\red The [name] blinks red as you try to insert the cell!"
return
user.drop_item()
+21
View File
@@ -234,3 +234,24 @@
src.updateUsrDialog()
else if(istype(I, /obj/item/weapon/screwdriver))
playsound(src.loc, '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."
new /obj/item/weapon/shard( src.loc )
A.state = 3
A.icon_state = "3"
else
user << "\blue You disconnect the monitor."
A.state = 4
A.icon_state = "4"
del(src)
@@ -4,6 +4,7 @@
/obj/machinery/computer/atmos_alert
name = "Atmospheric Alert Computer"
desc = "Used to access the station's atmospheric sensors."
circuit = "/obj/item/weapon/circuitboard/atmos_alert"
icon_state = "alert:0"
var/list/priority_alarms = list()
var/list/minor_alarms = list()
@@ -104,3 +105,26 @@
minor_alarms -= zone
update_icon()
return
attackby(I as obj, user as mob)
if(istype(I, /obj/item/weapon/screwdriver))
playsound(src.loc, '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/atmos_alert/M = new /obj/item/weapon/circuitboard/atmos_alert( 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."
new /obj/item/weapon/shard( src.loc )
A.state = 3
A.icon_state = "3"
else
user << "\blue You disconnect the monitor."
A.state = 4
A.icon_state = "4"
del(src)
+20 -2
View File
@@ -167,7 +167,6 @@
name = "Circuit board (Telecommunications Server Monitor)"
build_path = "/obj/machinery/computer/telecomms/server"
origin_tech = "programming=3"
/obj/item/weapon/circuitboard/comm_traffic
name = "Circuitboard (Telecommunications Traffic Control)"
build_path = "/obj/machinery/computer/telecomms/traffic"
@@ -176,11 +175,30 @@
/obj/item/weapon/circuitboard/curefab
name = "Circuit board (Cure fab)"
build_path = "/obj/machinery/computer/curer"
/obj/item/weapon/circuitboard/splicer
name = "Circuit board (Disease Splicer)"
build_path = "/obj/machinery/computer/diseasesplicer"
/obj/item/weapon/circuitboard/mining_shuttle
name = "Circuit board (Mining Shuttle)"
build_path = "/obj/machinery/computer/mining_shuttle"
origin_tech = "programming=2"
/obj/item/weapon/circuitboard/HolodeckControl // Not going to let people get this, but it's just here for future
name = "Circuit board (Holodeck Control)"
build_path = "/obj/machinery/computer/HolodeckControl"
origin_tech = "programming=4"
/obj/item/weapon/circuitboard/aifixer
name = "Circuit board (AI Integrity Fixer)"
build_path = "/obj/machinery/computer/aifixer"
origin_tech = "programming=3;biotech=2"
/obj/item/weapon/circuitboard/area_atmos
name = "Circuit board (Area Air Control)"
build_path = "/obj/machinery/computer/area_atmos"
origin_tech = "programming=2"
/obj/item/weapon/circuitboard/prison_shuttle
name = "Circuit board (Prison Shuttle)"
build_path = "/obj/machinery/computer/prison_shuttle"
origin_tech = "programming=2"
/obj/item/weapon/circuitboard/supplycomp/attackby(obj/item/I as obj, mob/user as mob)
+1 -1
View File
@@ -26,7 +26,7 @@ obj/machinery/recharger
if(!isarea(a))
return
if(a.power_equip == 0) // There's no APC in this area, don't try to cheat power!
user << "\red The recharger rejects the weapon!"
user << "\red The [name] blinks red as you try to insert the item!"
return
user.drop_item()
G.loc = src
+23 -1
View File
@@ -15,6 +15,7 @@ var/prison_shuttle_timeleft = 0
icon = 'computer.dmi'
icon_state = "shuttle"
req_access = list(access_security)
circuit = "/obj/item/weapon/circuitboard/prison_shuttle"
var/temp = null
var/hacked = 0
var/allowedtocall = 0
@@ -34,7 +35,28 @@ var/prison_shuttle_timeleft = 0
attackby(I as obj, user as mob)
if(istype(I,/obj/item/weapon/card/emag) && (!hacked))
if(istype(I, /obj/item/weapon/screwdriver))
playsound(src.loc, '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/prison_shuttle/M = new /obj/item/weapon/circuitboard/prison_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."
new /obj/item/weapon/shard( src.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 if(istype(I,/obj/item/weapon/card/emag) && (!hacked))
hacked = 1
user << "\blue You disable the lock."
else
+23
View File
@@ -96,6 +96,7 @@ proc/move_mining_shuttle()
icon = 'computer.dmi'
icon_state = "shuttle"
req_access = list(access_mining)
circuit = "/obj/item/weapon/circuitboard/mining_shuttle"
var/hacked = 0
var/location = 0 //0 = station, 1 = mining base
@@ -129,6 +130,28 @@ proc/move_mining_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, '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."
new /obj/item/weapon/shard( src.loc )
A.state = 3
A.icon_state = "3"
else
user << "\blue You disconnect the monitor."
A.state = 4
A.icon_state = "4"
del(src)
/******************************Lantern*******************************/
/obj/item/device/flashlight/lantern