mirror of
https://github.com/ParadiseSS13/Paradise.git
synced 2026-08-29 23:17:02 +01:00
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:
@@ -2,6 +2,7 @@
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name = "Area Air Control"
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desc = "A computer used to control the stationary scrubbers and pumps in the area."
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icon_state = "computer_generic"
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circuit = "/obj/item/weapon/circuitboard/area_atmos"
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var/scrubber_state = 0 //0 = off; 1 = on
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@@ -39,4 +40,27 @@
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var/area/A2 = T2.loc
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if ( istype(A2) && A2.master && A2.master == A )
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SCRUBBER.on = scrubber_state
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SCRUBBER.update_icon()
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SCRUBBER.update_icon()
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attackby(I as obj, user as mob)
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if(istype(I, /obj/item/weapon/screwdriver))
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playsound(src.loc, 'Screwdriver.ogg', 50, 1)
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if(do_after(user, 20))
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var/obj/structure/computerframe/A = new /obj/structure/computerframe( src.loc )
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var/obj/item/weapon/circuitboard/area_atmos/M = new /obj/item/weapon/circuitboard/area_atmos( A )
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for (var/obj/C in src)
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C.loc = src.loc
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A.circuit = M
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A.anchored = 1
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if (src.stat & BROKEN)
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user << "\blue The broken glass falls out."
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new /obj/item/weapon/shard( src.loc )
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A.state = 3
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A.icon_state = "3"
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else
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user << "\blue You disconnect the monitor."
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A.state = 4
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A.icon_state = "4"
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del(src)
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@@ -50,7 +50,7 @@
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if(!isarea(a))
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return
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if(a.power_equip == 0) // There's no APC in this area, don't try to cheat power!
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user << "\red The charger rejects the cell!"
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user << "\red The [name] blinks red as you try to insert the cell!"
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return
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user.drop_item()
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@@ -234,3 +234,24 @@
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src.updateUsrDialog()
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else if(istype(I, /obj/item/weapon/screwdriver))
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playsound(src.loc, 'Screwdriver.ogg', 50, 1)
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if(do_after(user, 20))
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var/obj/structure/computerframe/A = new /obj/structure/computerframe( src.loc )
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var/obj/item/weapon/circuitboard/arcade/M = new /obj/item/weapon/circuitboard/arcade( A )
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for (var/obj/C in src)
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C.loc = src.loc
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A.circuit = M
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A.anchored = 1
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if (src.stat & BROKEN)
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user << "\blue The broken glass falls out."
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new /obj/item/weapon/shard( src.loc )
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A.state = 3
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A.icon_state = "3"
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else
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user << "\blue You disconnect the monitor."
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A.state = 4
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A.icon_state = "4"
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del(src)
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@@ -4,6 +4,7 @@
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/obj/machinery/computer/atmos_alert
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name = "Atmospheric Alert Computer"
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desc = "Used to access the station's atmospheric sensors."
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circuit = "/obj/item/weapon/circuitboard/atmos_alert"
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icon_state = "alert:0"
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var/list/priority_alarms = list()
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var/list/minor_alarms = list()
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@@ -104,3 +105,26 @@
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minor_alarms -= zone
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update_icon()
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return
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attackby(I as obj, user as mob)
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if(istype(I, /obj/item/weapon/screwdriver))
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playsound(src.loc, 'Screwdriver.ogg', 50, 1)
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if(do_after(user, 20))
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var/obj/structure/computerframe/A = new /obj/structure/computerframe( src.loc )
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var/obj/item/weapon/circuitboard/atmos_alert/M = new /obj/item/weapon/circuitboard/atmos_alert( A )
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for (var/obj/C in src)
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C.loc = src.loc
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A.circuit = M
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A.anchored = 1
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if (src.stat & BROKEN)
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user << "\blue The broken glass falls out."
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new /obj/item/weapon/shard( src.loc )
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A.state = 3
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A.icon_state = "3"
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else
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user << "\blue You disconnect the monitor."
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A.state = 4
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A.icon_state = "4"
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del(src)
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@@ -167,7 +167,6 @@
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name = "Circuit board (Telecommunications Server Monitor)"
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build_path = "/obj/machinery/computer/telecomms/server"
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origin_tech = "programming=3"
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/obj/item/weapon/circuitboard/comm_traffic
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name = "Circuitboard (Telecommunications Traffic Control)"
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build_path = "/obj/machinery/computer/telecomms/traffic"
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@@ -176,11 +175,30 @@
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/obj/item/weapon/circuitboard/curefab
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name = "Circuit board (Cure fab)"
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build_path = "/obj/machinery/computer/curer"
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/obj/item/weapon/circuitboard/splicer
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name = "Circuit board (Disease Splicer)"
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build_path = "/obj/machinery/computer/diseasesplicer"
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/obj/item/weapon/circuitboard/mining_shuttle
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name = "Circuit board (Mining Shuttle)"
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build_path = "/obj/machinery/computer/mining_shuttle"
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origin_tech = "programming=2"
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/obj/item/weapon/circuitboard/HolodeckControl // Not going to let people get this, but it's just here for future
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name = "Circuit board (Holodeck Control)"
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build_path = "/obj/machinery/computer/HolodeckControl"
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origin_tech = "programming=4"
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/obj/item/weapon/circuitboard/aifixer
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name = "Circuit board (AI Integrity Fixer)"
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build_path = "/obj/machinery/computer/aifixer"
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origin_tech = "programming=3;biotech=2"
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/obj/item/weapon/circuitboard/area_atmos
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name = "Circuit board (Area Air Control)"
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build_path = "/obj/machinery/computer/area_atmos"
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origin_tech = "programming=2"
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/obj/item/weapon/circuitboard/prison_shuttle
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name = "Circuit board (Prison Shuttle)"
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build_path = "/obj/machinery/computer/prison_shuttle"
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origin_tech = "programming=2"
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/obj/item/weapon/circuitboard/supplycomp/attackby(obj/item/I as obj, mob/user as mob)
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@@ -26,7 +26,7 @@ obj/machinery/recharger
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if(!isarea(a))
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return
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if(a.power_equip == 0) // There's no APC in this area, don't try to cheat power!
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user << "\red The recharger rejects the weapon!"
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user << "\red The [name] blinks red as you try to insert the item!"
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return
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user.drop_item()
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G.loc = src
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@@ -15,6 +15,7 @@ var/prison_shuttle_timeleft = 0
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icon = 'computer.dmi'
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icon_state = "shuttle"
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req_access = list(access_security)
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circuit = "/obj/item/weapon/circuitboard/prison_shuttle"
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var/temp = null
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var/hacked = 0
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var/allowedtocall = 0
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@@ -34,7 +35,28 @@ var/prison_shuttle_timeleft = 0
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attackby(I as obj, user as mob)
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if(istype(I,/obj/item/weapon/card/emag) && (!hacked))
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if(istype(I, /obj/item/weapon/screwdriver))
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playsound(src.loc, 'Screwdriver.ogg', 50, 1)
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if(do_after(user, 20))
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var/obj/structure/computerframe/A = new /obj/structure/computerframe( src.loc )
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var/obj/item/weapon/circuitboard/prison_shuttle/M = new /obj/item/weapon/circuitboard/prison_shuttle( A )
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for (var/obj/C in src)
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C.loc = src.loc
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A.circuit = M
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A.anchored = 1
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if (src.stat & BROKEN)
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user << "\blue The broken glass falls out."
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new /obj/item/weapon/shard( src.loc )
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A.state = 3
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A.icon_state = "3"
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else
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user << "\blue You disconnect the monitor."
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A.state = 4
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A.icon_state = "4"
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del(src)
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else if(istype(I,/obj/item/weapon/card/emag) && (!hacked))
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hacked = 1
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user << "\blue You disable the lock."
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else
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@@ -96,6 +96,7 @@ proc/move_mining_shuttle()
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icon = 'computer.dmi'
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icon_state = "shuttle"
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req_access = list(access_mining)
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circuit = "/obj/item/weapon/circuitboard/mining_shuttle"
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var/hacked = 0
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var/location = 0 //0 = station, 1 = mining base
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@@ -129,6 +130,28 @@ proc/move_mining_shuttle()
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hacked = 1
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usr << "You fried the consoles ID checking system. It's now available to everyone!"
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else if(istype(W, /obj/item/weapon/screwdriver))
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playsound(src.loc, 'Screwdriver.ogg', 50, 1)
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if(do_after(user, 20))
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var/obj/structure/computerframe/A = new /obj/structure/computerframe( src.loc )
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var/obj/item/weapon/circuitboard/mining_shuttle/M = new /obj/item/weapon/circuitboard/mining_shuttle( A )
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for (var/obj/C in src)
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C.loc = src.loc
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A.circuit = M
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A.anchored = 1
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if (src.stat & BROKEN)
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user << "\blue The broken glass falls out."
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new /obj/item/weapon/shard( src.loc )
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A.state = 3
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A.icon_state = "3"
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else
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user << "\blue You disconnect the monitor."
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A.state = 4
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A.icon_state = "4"
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del(src)
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/******************************Lantern*******************************/
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/obj/item/device/flashlight/lantern
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