From fa65c484cdfc63f91da05cea981e5f3741493333 Mon Sep 17 00:00:00 2001 From: "johnsonmt88@gmail.com" Date: Mon, 4 Jun 2012 22:56:11 +0000 Subject: [PATCH] Welding tool: Mostly code-related, the players won't notice much. - Welding tool code how has proper comments! Maybe not "proper" but at least I don't lie and say a proc is/does something that it doesn't actually do. - Welders now start full of fuel instead of some random amount between 10-20 - Someone decided it would be a good idea to set the welding tool's 'on/off' var in a ton of attackby() procs. These objects and turfs shouldnt even touch this variable. This is why people have been noticing their welding being on without the sprite or damagetype and amount reflecting that. - - I've removed a bunch of these instances but there are so many objects and turfs spread out through the code, there's no way to know if I've got them all (This is the majority of the files) - - I've created a new proc in welding tools that checks to see if they are turned on or not. "isOn()" - - Since I'm not sure if I've gotten every instance of this force-var-on, I've set the welding tool to update it's icon every process(). I hate adding checks like this to processes but it's necessary for now. - Added a setWelding() proc. If you HAVE to turn the welding tool on or off, use this, don't just change the var. In fact, dont even touch the 'welding' var anymore - Fixes issue 435 While changing the hundreds(literally) of cases of welding tool uses I've - Changed some :'s (object:varorproc) I've come across into .'s (object.varorproc) - Added checks to make sure the welding tool is actually on before using it (some attackby()'s didnt have this. Heck, some checked how much fuel you had, but didn't actually USE the fuel) - Added sanity checks after some do_after()s that were missing them Added traitor uplink items back to erro's stat tracker - Added 'random' with the tag "RN" - Added thermal meson glasses with the tag "TM" - Reorganized uplinks.dm a little by moving the 'random' item generation to its own proc - NOTE: I have absolutely no way to test this on my own, but it should work! I've tested a bunch of construction/deconstructions with the welding tool, but again I've probably missed a few things. If there are any problems, please let me know and I'll fix them asap. git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3741 316c924e-a436-60f5-8080-3fe189b3f50e --- .../components/unary/vent_pump.dm | 10 +- code/defines/turf.dm | 3 +- code/game/gamemodes/events/spacevines.dm | 3 +- code/game/machinery/bots/ed209bot.dm | 5 +- code/game/machinery/bots/secbot.dm | 5 +- code/game/machinery/computer/ai_core.dm | 7 +- .../game/machinery/computer/buildandrepair.dm | 7 +- code/game/machinery/portable_turret.dm | 53 ++- code/game/mecha/mecha.dm | 5 +- code/game/mecha/mecha_construction_paths.dm | 4 +- code/game/mecha/mecha_wreckage.dm | 5 +- code/game/objects/alien/egg.dm | 2 +- code/game/objects/alien/weeds.dm | 2 +- code/game/objects/closets.dm | 10 +- code/game/objects/door_assembly.dm | 9 +- code/game/objects/items.dm | 13 +- code/game/objects/items/candle.dm | 24 +- .../objects/items/weapons/cigs_lighters.dm | 55 ++- code/game/objects/items/weapons/tools.dm | 425 ++++++++++-------- code/game/objects/mineral_doors.dm | 3 +- code/game/objects/shooting_range.dm | 3 +- code/game/objects/stacks/glass.dm | 27 +- code/game/objects/stacks/metal.dm | 7 +- code/game/objects/structures.dm | 7 +- code/game/objects/tables_racks.dm | 10 +- code/game/objects/uplinks.dm | 266 +++++++---- code/game/objects/windoor_assembly.dm | 10 +- code/game/turf.dm | 15 +- code/modules/mob/living/carbon/human/life.dm | 2 +- .../modules/mob/living/silicon/robot/robot.dm | 5 +- code/modules/power/apc.dm | 38 +- code/modules/power/singularity/emitter.dm | 13 +- .../power/singularity/field_generator.dm | 13 +- .../recycling/disposal-construction.dm | 3 +- code/modules/recycling/disposal.dm | 67 ++- code/modules/recycling/sortingmachinery.dm | 3 +- config/admins.txt | 30 +- data/ban_unban_log.txt | 1 + data/mode.txt | 2 +- 39 files changed, 647 insertions(+), 525 deletions(-) diff --git a/code/ATMOSPHERICS/components/unary/vent_pump.dm b/code/ATMOSPHERICS/components/unary/vent_pump.dm index 3388cfd9667..2b151f04136 100644 --- a/code/ATMOSPHERICS/components/unary/vent_pump.dm +++ b/code/ATMOSPHERICS/components/unary/vent_pump.dm @@ -252,11 +252,12 @@ return attackby(obj/item/W, mob/user) - if(istype(W, /obj/item/weapon/weldingtool) && W:welding) - if (W:remove_fuel(0,user)) - W:welding = 2 + if(istype(W, /obj/item/weapon/weldingtool)) + var/obj/item/weapon/weldingtool/WT = W + if (WT.remove_fuel(0,user)) user << "\blue Now welding the vent." if(do_after(user, 20)) + if(!src || !WT.isOn()) return playsound(src.loc, 'Welder2.ogg', 50, 1) if(!welded) user.visible_message("[user] welds the vent shut.", "You weld the vent shut.", "You hear welding.") @@ -266,7 +267,8 @@ user.visible_message("[user] unwelds the vent.", "You unweld the vent.", "You hear welding.") welded = 0 update_icon() - W:welding = 1 + else + user << "\blue The welding tool needs to be on to start this task." else user << "\blue You need more welding fuel to complete this task." return 1 diff --git a/code/defines/turf.dm b/code/defines/turf.dm index 946e06bb257..7e8eca55adf 100644 --- a/code/defines/turf.dm +++ b/code/defines/turf.dm @@ -316,7 +316,8 @@ attackby(obj/item/weapon/W as obj, mob/user as mob) if(istype(W,/obj/item/weapon/weldingtool)) - if(W:welding) + var/obj/item/weapon/weldingtool/WT = W + if(WT.remove_fuel(0, user)) return TemperatureAct(100) ..() diff --git a/code/game/gamemodes/events/spacevines.dm b/code/game/gamemodes/events/spacevines.dm index b6839944e0f..8eae7a0cd5d 100644 --- a/code/game/gamemodes/events/spacevines.dm +++ b/code/game/gamemodes/events/spacevines.dm @@ -38,7 +38,8 @@ else //weapons with subtypes if(istype(W, /obj/item/weapon/melee/energy/sword)) del src else if(istype(W, /obj/item/weapon/weldingtool)) - if(W:welding) del src + var/obj/item/weapon/weldingtool/WT = W + if(WT.remove_fuel(0, user)) del src //TODO: add plant-b-gone ..() diff --git a/code/game/machinery/bots/ed209bot.dm b/code/game/machinery/bots/ed209bot.dm index 24550199c62..2c436eda99e 100644 --- a/code/game/machinery/bots/ed209bot.dm +++ b/code/game/machinery/bots/ed209bot.dm @@ -813,8 +813,9 @@ Auto Patrol: []"}, src.item_state = "ed209_shell" src.icon_state = "ed209_shell" del(W) - else if((istype(W, /obj/item/weapon/weldingtool) && W:welding) && (src.build_step == 3)) - if (W:remove_fuel(0,user)) + else if((istype(W, /obj/item/weapon/weldingtool)) && (src.build_step == 3)) + var/obj/item/weapon/weldingtool/WT = W + if (WT.remove_fuel(0,user)) src.build_step++ src.name = "shielded frame assembly" user << "You welded the vest to [src]!" diff --git a/code/game/machinery/bots/secbot.dm b/code/game/machinery/bots/secbot.dm index a5617d2d5e2..f4de191c570 100644 --- a/code/game/machinery/bots/secbot.dm +++ b/code/game/machinery/bots/secbot.dm @@ -730,8 +730,9 @@ Auto Patrol: []"}, /obj/item/weapon/secbot_assembly/attackby(obj/item/weapon/W as obj, mob/user as mob) ..() - if((istype(W, /obj/item/weapon/weldingtool) && W:welding) && (!src.build_step)) - if(W:remove_fuel(0,user)) + if((istype(W, /obj/item/weapon/weldingtool)) && (!src.build_step)) + var/obj/item/weapon/weldingtool/WT = W + if(WT.remove_fuel(0,user)) src.build_step++ src.overlays += image('aibots.dmi', "hs_hole") user << "You weld a hole in [src]!" diff --git a/code/game/machinery/computer/ai_core.dm b/code/game/machinery/computer/ai_core.dm index 0d58f013629..ca026ce2e4b 100644 --- a/code/game/machinery/computer/ai_core.dm +++ b/code/game/machinery/computer/ai_core.dm @@ -20,13 +20,16 @@ anchored = 1 state = 1 if(istype(P, /obj/item/weapon/weldingtool)) + var/obj/item/weapon/weldingtool/WT = P + if(!WT.isOn()) + user << "The welder must be on for this task." + return playsound(loc, 'Welder.ogg', 50, 1) - P:welding = 2 if(do_after(user, 20)) + if(!src || !WT.remove_fuel(0, user)) return user << "\blue You deconstruct the frame." new /obj/item/stack/sheet/plasteel( loc, 4) del(src) - P:welding = 1 if(1) if(istype(P, /obj/item/weapon/wrench)) playsound(loc, 'Ratchet.ogg', 50, 1) diff --git a/code/game/machinery/computer/buildandrepair.dm b/code/game/machinery/computer/buildandrepair.dm index df0ea43e15d..066178956d5 100644 --- a/code/game/machinery/computer/buildandrepair.dm +++ b/code/game/machinery/computer/buildandrepair.dm @@ -233,13 +233,16 @@ src.anchored = 1 src.state = 1 if(istype(P, /obj/item/weapon/weldingtool)) - P:welding = 2 + var/obj/item/weapon/weldingtool/WT = P + if(!WT.remove_fuel(0, user)) + user << "The welding tool must be on to complete this task." + return playsound(src.loc, 'Welder.ogg', 50, 1) if(do_after(user, 20)) + if(!src || !WT.isOn()) return user << "\blue You deconstruct the frame." new /obj/item/stack/sheet/metal( src.loc, 5 ) del(src) - P:welding = 1 if(1) if(istype(P, /obj/item/weapon/wrench)) playsound(src.loc, 'Ratchet.ogg', 50, 1) diff --git a/code/game/machinery/portable_turret.dm b/code/game/machinery/portable_turret.dm index c8da66c6635..977a179f346 100644 --- a/code/game/machinery/portable_turret.dm +++ b/code/game/machinery/portable_turret.dm @@ -639,13 +639,19 @@ Neutralize All Unidentified Life Signs: []
"}, return else if(istype(W, /obj/item/weapon/weldingtool)) - if (W:remove_fuel(5,user)) // uses up 5 fuel. - playsound(src.loc, pick('Welder.ogg', 'Welder2.ogg'), 50, 1) - if(do_after(user, 20)) - build_step = 1 - user << "You remove the turret's interior metal armor." - new /obj/item/stack/sheet/metal( loc, 2) - return + var/obj/item/weapon/weldingtool/WT = W + if(!WT.isOn()) return + if (WT.get_fuel() < 5) // uses up 5 fuel. + user << "\red You need more fuel to complete this task." + return + + playsound(src.loc, pick('Welder.ogg', 'Welder2.ogg'), 50, 1) + if(do_after(user, 20)) + if(!src || !WT.remove_fuel(5, user)) return + build_step = 1 + user << "You remove the turret's interior metal armor." + new /obj/item/stack/sheet/metal( loc, 2) + return if(3) @@ -701,22 +707,27 @@ Neutralize All Unidentified Life Signs: []
"}, if(7) if(istype(W, /obj/item/weapon/weldingtool)) - if (W:remove_fuel(5,user)) - playsound(src.loc, pick('Welder.ogg', 'Welder2.ogg'), 50, 1) - if(do_after(user, 30)) - build_step = 8 - user << "\blue You weld the turret's armor down." + var/obj/item/weapon/weldingtool/WT = W + if(!WT.isOn()) return + if (WT.get_fuel() < 5) + user << "\red You need more fuel to complete this task." - // The final step: create a full turret - var/obj/machinery/porta_turret/Turret = new/obj/machinery/porta_turret(locate(x,y,z)) - Turret.name = finish_name - Turret.installation = src.installation - Turret.gun_charge = src.gun_charge + playsound(src.loc, pick('Welder.ogg', 'Welder2.ogg'), 50, 1) + if(do_after(user, 30)) + if(!src || !WT.remove_fuel(5, user)) return + build_step = 8 + user << "\blue You weld the turret's armor down." - Turret.cover=new/obj/machinery/porta_turret_cover(src.loc) - Turret.cover.Parent_Turret=Turret - Turret.cover.name = finish_name - del(src) + // The final step: create a full turret + var/obj/machinery/porta_turret/Turret = new/obj/machinery/porta_turret(locate(x,y,z)) + Turret.name = finish_name + Turret.installation = src.installation + Turret.gun_charge = src.gun_charge + + Turret.cover=new/obj/machinery/porta_turret_cover(src.loc) + Turret.cover.Parent_Turret=Turret + Turret.cover.name = finish_name + del(src) else if(istype(W, /obj/item/weapon/crowbar)) playsound(src.loc, 'Crowbar.ogg', 75, 1) diff --git a/code/game/mecha/mecha.dm b/code/game/mecha/mecha.dm index 46164b106d3..9dc9298fa70 100644 --- a/code/game/mecha/mecha.dm +++ b/code/game/mecha/mecha.dm @@ -756,8 +756,9 @@ user << "There's already a powercell installed." return - else if(istype(W, /obj/item/weapon/weldingtool) && W:welding && user.a_intent != "hurt") - if (W:remove_fuel(0,user)) + else if(istype(W, /obj/item/weapon/weldingtool) && user.a_intent != "hurt") + var/obj/item/weapon/weldingtool/WT = W + if (WT.remove_fuel(0,user)) if (hasInternalDamage(MECHA_INT_TANK_BREACH)) clearInternalDamage(MECHA_INT_TANK_BREACH) user << "\blue You repair the damaged gas tank." diff --git a/code/game/mecha/mecha_construction_paths.dm b/code/game/mecha/mecha_construction_paths.dm index a4a47e81a66..b30cd7211f7 100644 --- a/code/game/mecha/mecha_construction_paths.dm +++ b/code/game/mecha/mecha_construction_paths.dm @@ -5,7 +5,7 @@ /datum/construction/mecha/custom_action(step, atom/used_atom, mob/user) if(istype(used_atom, /obj/item/weapon/weldingtool)) var/obj/item/weapon/weldingtool/W = used_atom - if (W:remove_fuel(0, user)) + if (W.remove_fuel(0, user)) playsound(holder, 'Welder2.ogg', 50, 1) else return 0 @@ -38,7 +38,7 @@ /datum/construction/reversible/mecha/custom_action(index as num, diff as num, atom/used_atom, mob/user as mob) if(istype(used_atom, /obj/item/weapon/weldingtool)) var/obj/item/weapon/weldingtool/W = used_atom - if (W:remove_fuel(0, user)) + if (W.remove_fuel(0, user)) playsound(holder, 'Welder2.ogg', 50, 1) else return 0 diff --git a/code/game/mecha/mecha_wreckage.dm b/code/game/mecha/mecha_wreckage.dm index dd91a9a57db..d5d470db103 100644 --- a/code/game/mecha/mecha_wreckage.dm +++ b/code/game/mecha/mecha_wreckage.dm @@ -31,11 +31,12 @@ /obj/effect/decal/mecha_wreckage/attackby(obj/item/weapon/W as obj, mob/user as mob) - if(istype(W, /obj/item/weapon/weldingtool) && W:welding) + if(istype(W, /obj/item/weapon/weldingtool)) + var/obj/item/weapon/weldingtool/WT = W if(salvage_num <= 0) user << "You don't see anything that can be cut with [W]." return - if (!isemptylist(welder_salvage) && W:remove_fuel(0,user)) + if (!isemptylist(welder_salvage) && WT.remove_fuel(0,user)) var/type = prob(70)?pick(welder_salvage):null if(type) var/N = new type(get_turf(user)) diff --git a/code/game/objects/alien/egg.dm b/code/game/objects/alien/egg.dm index 2f6ee03982e..8f73d2cd11a 100644 --- a/code/game/objects/alien/egg.dm +++ b/code/game/objects/alien/egg.dm @@ -82,7 +82,7 @@ if(istype(W, /obj/item/weapon/weldingtool)) var/obj/item/weapon/weldingtool/WT = W - if(WT.welding) + if(WT.remove_fuel(0, user)) damage = 15 playsound(src.loc, 'Welder.ogg', 100, 1) diff --git a/code/game/objects/alien/weeds.dm b/code/game/objects/alien/weeds.dm index b65d00044b3..3c07c2fd732 100644 --- a/code/game/objects/alien/weeds.dm +++ b/code/game/objects/alien/weeds.dm @@ -76,7 +76,7 @@ Alien plants should do something if theres a lot of poison if(istype(W, /obj/item/weapon/weldingtool)) var/obj/item/weapon/weldingtool/WT = W - if(WT.welding) + if(WT.remove_fuel(0, user)) damage = 15 playsound(loc, 'Welder.ogg', 100, 1) diff --git a/code/game/objects/closets.dm b/code/game/objects/closets.dm index 042e20e6dd4..54ce1884aa8 100644 --- a/code/game/objects/closets.dm +++ b/code/game/objects/closets.dm @@ -133,8 +133,9 @@ if(istype(W, /obj/item/weapon/grab)) src.MouseDrop_T(W:affecting, user) //act like they were dragged onto the closet - if(istype(W, /obj/item/weapon/weldingtool) && W:welding ) - if(!W:remove_fuel(0,user)) + if(istype(W, /obj/item/weapon/weldingtool)) + var/obj/item/weapon/weldingtool/WT = W + if(!WT.remove_fuel(0,user)) user << "\blue You need more welding fuel to complete this task." return new /obj/item/stack/sheet/metal(src.loc) @@ -153,8 +154,9 @@ else if(istype(W, /obj/item/weapon/packageWrap)) return - else if(istype(W, /obj/item/weapon/weldingtool) && W:welding ) - if(!W:remove_fuel(0,user)) + else if(istype(W, /obj/item/weapon/weldingtool)) + var/obj/item/weapon/weldingtool/WT = W + if(!WT.remove_fuel(0,user)) user << "\blue You need more welding fuel to complete this task." return src.welded =! src.welded diff --git a/code/game/objects/door_assembly.dm b/code/game/objects/door_assembly.dm index 80309b1c1fa..629e3c2c02a 100644 --- a/code/game/objects/door_assembly.dm +++ b/code/game/objects/door_assembly.dm @@ -175,20 +175,19 @@ obj/structure/door_assembly glass = 1 /obj/structure/door_assembly/attackby(obj/item/W as obj, mob/user as mob) - if(istype(W, /obj/item/weapon/weldingtool) && W:welding && !anchored ) - if (W:remove_fuel(0,user)) - W:welding = 2 + if(istype(W, /obj/item/weapon/weldingtool) && !anchored ) + var/obj/item/weapon/weldingtool/WT = W + if (WT.remove_fuel(0,user)) user.visible_message("[user] dissassembles the airlock assembly.", "You start to dissassemble the airlock assembly.") playsound(src.loc, 'Welder2.ogg', 50, 1) if(do_after(user, 40)) - if(!src) return + if(!src || !WT.isOn()) return user << "\blue You dissasembled the airlock assembly!" new /obj/item/stack/sheet/metal(get_turf(src), 4) if(src.glass==1) new /obj/item/stack/sheet/rglass(get_turf(src)) del(src) - W:welding = 1 else user << "\blue You need more welding fuel to dissassemble the airlock assembly." return diff --git a/code/game/objects/items.dm b/code/game/objects/items.dm index 5179e6cd6e4..a5565b78c15 100644 --- a/code/game/objects/items.dm +++ b/code/game/objects/items.dm @@ -495,18 +495,19 @@ if (is_sharp(W)) burst() +//Is this even used for anything besides balloons? Yes I took out the W:lit stuff because : really shouldnt be used. /proc/is_sharp(obj/item/W as obj) // For the record, WHAT THE HELL IS THIS METHOD OF DOING IT? return ( \ istype(W, /obj/item/weapon/screwdriver) || \ istype(W, /obj/item/weapon/pen) || \ - istype(W, /obj/item/weapon/weldingtool) && W:welding || \ - istype(W, /obj/item/weapon/lighter/zippo) && W:lit || \ - istype(W, /obj/item/weapon/match) && W:lit || \ - istype(W, /obj/item/clothing/mask/cigarette) && W:lit || \ + istype(W, /obj/item/weapon/weldingtool) || \ + istype(W, /obj/item/weapon/lighter/zippo) || \ + istype(W, /obj/item/weapon/match) || \ + istype(W, /obj/item/clothing/mask/cigarette) || \ istype(W, /obj/item/weapon/wirecutters) || \ istype(W, /obj/item/weapon/circular_saw) || \ - istype(W, /obj/item/weapon/melee/energy/sword) && W:active || \ - istype(W, /obj/item/weapon/melee/energy/blade) || \ + istype(W, /obj/item/weapon/melee/energy/sword) || \ + istype(W, /obj/item/weapon/melee/energy/blade) || \ istype(W, /obj/item/weapon/shovel) || \ istype(W, /obj/item/weapon/kitchenknife) || \ istype(W, /obj/item/weapon/butch) || \ diff --git a/code/game/objects/items/candle.dm b/code/game/objects/items/candle.dm index 1b1ec87223f..e0d64f9ede3 100644 --- a/code/game/objects/items/candle.dm +++ b/code/game/objects/items/candle.dm @@ -27,14 +27,22 @@ attackby(obj/item/weapon/W as obj, mob/user as mob) ..() - if(istype(W, /obj/item/weapon/weldingtool) && W:welding) - light("\red [user] casually lights the [name] with [W], what a badass.") - else if(istype(W, /obj/item/weapon/lighter) && W:lit) - light() - else if(istype(W, /obj/item/weapon/match) && W:lit) - light() - else if(istype(W, /obj/item/candle) && W:lit) - light() + if(istype(W, /obj/item/weapon/weldingtool)) + var/obj/item/weapon/weldingtool/WT = W + if(WT.isOn()) //Badasses dont get blinded by lighting their candle with a welding tool + light("\red [user] casually lights the [name] with [W], what a badass.") + else if(istype(W, /obj/item/weapon/lighter)) + var/obj/item/weapon/lighter/L = W + if(L.lit) + light() + else if(istype(W, /obj/item/weapon/match)) + var/obj/item/weapon/match/M = W + if(M.lit) + light() + else if(istype(W, /obj/item/candle)) + var/obj/item/candle/C = W + if(C.lit) + light() light(var/flavor_text = "\red [usr] lights the [name].") diff --git a/code/game/objects/items/weapons/cigs_lighters.dm b/code/game/objects/items/weapons/cigs_lighters.dm index 5dc2b9c8953..15a74acb478 100644 --- a/code/game/objects/items/weapons/cigs_lighters.dm +++ b/code/game/objects/items/weapons/cigs_lighters.dm @@ -123,20 +123,30 @@ ZIPPO /obj/item/clothing/mask/cigarette/attackby(obj/item/weapon/W as obj, mob/user as mob) ..() - if(istype(W, /obj/item/weapon/weldingtool) && W:welding) - light("\red [user] casually lights the [name] with [W], what a badass.") + if(istype(W, /obj/item/weapon/weldingtool)) + var/obj/item/weapon/weldingtool/WT = W + if(WT.isOn())//Badasses dont get blinded while lighting their cig with a welding tool + light("\red [user] casually lights the [name] with [W], what a badass.") - else if(istype(W, /obj/item/weapon/lighter/zippo) && (W:lit > 0)) - light("\red With a single flick of their wrist, [user] smoothly lights their [name] with their [W]. Damn they're cool.") + else if(istype(W, /obj/item/weapon/lighter/zippo)) + var/obj/item/weapon/lighter/zippo/Z = W + if(Z.lit > 0) + light("\red With a single flick of their wrist, [user] smoothly lights their [name] with their [W]. Damn they're cool.") - else if(istype(W, /obj/item/weapon/lighter) && (W:lit > 0)) - light("\red After some fiddling, [user] manages to light their [name] with [W].") + else if(istype(W, /obj/item/weapon/lighter)) + var/obj/item/weapon/lighter/L = W + if(L.lit > 0) + light("\red After some fiddling, [user] manages to light their [name] with [W].") - else if(istype(W, /obj/item/weapon/melee/energy/sword) && (W:active)) - light("\red [user] swings their [W], barely missing their nose. They light their [name] in the process.") + else if(istype(W, /obj/item/weapon/melee/energy/sword)) + var/obj/item/weapon/melee/energy/sword/S = W + if(S.active) + light("\red [user] swings their [W], barely missing their nose. They light their [name] in the process.") - else if(istype(W, /obj/item/weapon/match) && (W:lit > 0)) - light("\red [user] lights their [name] with their [W].") + else if(istype(W, /obj/item/weapon/match)) + var/obj/item/weapon/match/M = W + if(M.lit > 0) + light("\red [user] lights their [name] with their [W].") return @@ -250,18 +260,25 @@ ZIPPO attackby(obj/item/weapon/W as obj, mob/user as mob) ..() - if(istype(W, /obj/item/weapon/weldingtool) && W:welding) - light("\red [user] casually lights the [name] with [W], what a badass.") + if(istype(W, /obj/item/weapon/weldingtool)) + var/obj/item/weapon/weldingtool/WT = W + if(WT.isOn()) + light("\red [user] casually lights the [name] with [W], what a badass.") - else if(istype(W, /obj/item/weapon/lighter/zippo) && (W:lit > 0)) - light("\red With a single flick of their wrist, [user] smoothly lights their [name] with their [W]. Damn they're cool.") + else if(istype(W, /obj/item/weapon/lighter/zippo)) + var/obj/item/weapon/lighter/zippo/Z = W + if(Z.lit > 0) + light("\red With a single flick of their wrist, [user] smoothly lights their [name] with their [W]. Damn they're cool.") - else if(istype(W, /obj/item/weapon/lighter) && (W:lit > 0)) - light("\red After some fiddling, [user] manages to light their [name] with [W].") + else if(istype(W, /obj/item/weapon/lighter)) + var/obj/item/weapon/lighter/L = W + if(L.lit > 0) + light("\red After some fiddling, [user] manages to light their [name] with [W].") - else if(istype(W, /obj/item/weapon/match) && (W:lit > 0)) - light("\red [user] lights \his [name] with \his [W].") - return + else if(istype(W, /obj/item/weapon/match)) + var/obj/item/weapon/match/M = W + if(M.lit > 0) + light("\red [user] lights their [name] with their [W].") light(var/flavor_text = "[usr] lights the [name].") if(!src.lit) diff --git a/code/game/objects/items/weapons/tools.dm b/code/game/objects/items/weapons/tools.dm index 5de9b3215d6..b2197a1acc3 100644 --- a/code/game/objects/items/weapons/tools.dm +++ b/code/game/objects/items/weapons/tools.dm @@ -71,217 +71,256 @@ WELDINGTOOOL icon_state = "welder" flags = FPRINT | TABLEPASS| CONDUCT slot_flags = SLOT_BELT + + //Amount of OUCH when it's thrown force = 3.0 throwforce = 5.0 throw_speed = 1 throw_range = 5 w_class = 2.0 + + //Cost to make in the autolathe m_amt = 70 g_amt = 30 + + //R&D tech level origin_tech = "engineering=1" - var/welding = 0 - var/status = 1 - var/max_fuel = 20 - proc - get_fuel() - remove_fuel(var/amount = 1, var/mob/M = null) - check_status() - toggle(var/message = 0) - eyecheck(mob/user as mob) + + //Welding tool specific stuff + var/welding = 0 //Whether or not the welding tool is off(0), on(1) or currently welding(2) + var/status = 1 //Whether the welder is secured or unsecured (able to attach rods to it to make a flamethrower) + var/max_fuel = 20 //The max amount of fuel the welder can hold + +/obj/item/weapon/weldingtool/New() +// var/random_fuel = min(rand(10,20),max_fuel) + var/datum/reagents/R = new/datum/reagents(max_fuel) + reagents = R + R.my_atom = src + R.add_reagent("fuel", max_fuel) + return - New() - var/random_fuel = min(rand(10,20),max_fuel) - var/datum/reagents/R = new/datum/reagents(max_fuel) - reagents = R - R.my_atom = src - R.add_reagent("fuel", random_fuel) - return +/obj/item/weapon/weldingtool/examine() + set src in usr + usr << text("\icon[] [] contains []/[] units of fuel!", src, src.name, get_fuel(),src.max_fuel ) + return - examine() - set src in usr - usr << text("\icon[] [] contains []/[] units of fuel!", src, src.name, get_fuel(),src.max_fuel ) - return - - - attackby(obj/item/W as obj, mob/user as mob) - if(istype(W,/obj/item/weapon/screwdriver)) - if(welding) - user << "\red Stop welding first!" - return - status = !status - if(status) - user << "\blue You resecure the welder." - else - user << "\blue The welder can now be attached and modified." - src.add_fingerprint(user) +/obj/item/weapon/weldingtool/attackby(obj/item/W as obj, mob/user as mob) + if(istype(W,/obj/item/weapon/screwdriver)) + if(welding) + user << "\red Stop welding first!" return - - if((!status) && (istype(W,/obj/item/stack/rods))) - var/obj/item/stack/rods/R = W - R.use(1) - var/obj/item/weapon/flamethrower/F = new/obj/item/weapon/flamethrower(user.loc) - src.loc = F - F.weldtool = src - if (user.client) - user.client.screen -= src - if (user.r_hand == src) - user.u_equip(src) - else - user.u_equip(src) - src.master = F - src.layer = initial(src.layer) - user.u_equip(src) - if (user.client) - user.client.screen -= src - src.loc = F - src.add_fingerprint(user) - return - - ..() - return - - - process() - switch(welding) - if(0) - processing_objects.Remove(src) - return - if(1) - if(prob(5))//Welders left on now use up fuel, but lets not have them run out quite that fast - remove_fuel(1) - if(2) - if(prob(75)) - remove_fuel(1) - //if you're actually actively welding, use fuel faster. - - var/turf/location = src.loc - if(istype(location, /mob/)) - var/mob/M = location - if(M.l_hand == src || M.r_hand == src) - location = get_turf(M) - if (istype(location, /turf)) - location.hotspot_expose(700, 5) - - - afterattack(obj/O as obj, mob/user as mob) - if (istype(O, /obj/structure/reagent_dispensers/fueltank) && get_dist(src,O) <= 1 && !src.welding) - O.reagents.trans_to(src, max_fuel) - user << "\blue Welder refueled" - playsound(src.loc, 'refill.ogg', 50, 1, -6) - return - else if (istype(O, /obj/structure/reagent_dispensers/fueltank) && get_dist(src,O) <= 1 && src.welding) - message_admins("[key_name_admin(user)] triggered a fueltank explosion.") - log_game("[key_name(user)] triggered a fueltank explosion.") - user << "\red That was stupid of you." - explosion(O.loc,-1,0,2) - if(O) - del(O) - return - if (src.welding) - remove_fuel(1) - var/turf/location = get_turf(user) - if (istype(location, /turf)) - location.hotspot_expose(700, 50, 1) - return - - - attack_self(mob/user as mob) - toggle() - return - - -///GET prop for fuel - get_fuel() - return reagents.get_reagent_amount("fuel") - - -///SET prop for fuel -///Will also turn it off if it is out of fuel -///The mob argument is not needed but if included will call eyecheck() on it if the welder is on. - remove_fuel(var/amount = 1, var/mob/M = null) - if(!welding || !check_status()) - return 0 - if(get_fuel() >= amount) - reagents.remove_reagent("fuel", amount) - check_status() - if(M) - eyecheck(M)//TODO:eyecheck should really be in mob not here - return 1 + status = !status + if(status) + user << "\blue You resecure the welder." else - if(M) - M << "\blue You need more welding fuel to complete this task." - return 0 + user << "\blue The welder can now be attached and modified." + src.add_fingerprint(user) + return + + if((!status) && (istype(W,/obj/item/stack/rods))) + var/obj/item/stack/rods/R = W + R.use(1) + var/obj/item/weapon/flamethrower/F = new/obj/item/weapon/flamethrower(user.loc) + src.loc = F + F.weldtool = src + if (user.client) + user.client.screen -= src + if (user.r_hand == src) + user.u_equip(src) + else + user.u_equip(src) + src.master = F + src.layer = initial(src.layer) + user.u_equip(src) + if (user.client) + user.client.screen -= src + src.loc = F + src.add_fingerprint(user) + return + + ..() + return -///Quick check to see if we even have any fuel and should shut off -///This could use a better name - check_status() - if((get_fuel() <= 0) && welding) - toggle(1) - return 0 - return 1 - - -//toggles the welder off and on - toggle(var/message = 0) - if(!status) return - src.welding = !( src.welding ) - if (src.welding) - if (remove_fuel(1)) - usr << "\blue You switch the [src] on." +/obj/item/weapon/weldingtool/process() + switch(welding) + //If off + if(0) + if(src.icon_state != "welder") //Check that the sprite is correct, if it isnt, it means toggle() was not called + src.force = 3 + src.damtype = "brute" + src.icon_state = "welder" + src.welding = 0 + processing_objects.Remove(src) + return + //Welders left on now use up fuel, but lets not have them run out quite that fast + if(1) + if(src.icon_state != "welder1") //Check that the sprite is correct, if it isnt, it means toggle() was not called src.force = 15 src.damtype = "fire" src.icon_state = "welder1" - processing_objects.Add(src) - else - usr << "\blue Need more fuel!" - src.welding = 0 - return - else - if(!message) - usr << "\blue You switch the [src] off." - else - usr << "\blue The [src] shuts off!" - src.force = 3 - src.damtype = "brute" - src.icon_state = "welder" - src.welding = 0 + if(prob(5)) + remove_fuel(1) + + //If you're actually actively welding, use fuel faster. + //Is this actually used or set anywhere? - Nodrak + if(2) + if(prob(75)) + remove_fuel(1) - eyecheck(mob/user as mob) - //check eye protection - if(!iscarbon(user)) return 1 - var/safety = user:eyecheck() - switch(safety) - if(1) - usr << "\red Your eyes sting a little." - user.eye_stat += rand(1, 2) - if(user.eye_stat > 12) - user.eye_blurry += rand(3,6) - if(0) - usr << "\red Your eyes burn." - user.eye_stat += rand(2, 4) - if(user.eye_stat > 10) - user.eye_blurry += rand(4,10) - if(-1) - usr << "\red Your thermals intensify the welder's glow. Your eyes itch and burn severely." - user.eye_blurry += rand(12,20) - user.eye_stat += rand(12, 16) - if(user.eye_stat > 10 && safety < 2) - user << "\red Your eyes are really starting to hurt. This can't be good for you!" - if (prob(user.eye_stat - 25 + 1)) - user << "\red You go blind!" - user.sdisabilities |= 1 - else if (prob(user.eye_stat - 15 + 1)) - user << "\red You go blind!" - user.eye_blind = 5 - user.eye_blurry = 5 - user.disabilities |= 1 - spawn(100) - user.disabilities &= ~1 + //I'm not sure what this does. I assume it has to do with starting fires... + //...but it doesnt check to see if the welder is on or not. + var/turf/location = src.loc + if(istype(location, /mob/)) + var/mob/M = location + if(M.l_hand == src || M.r_hand == src) + location = get_turf(M) + if (istype(location, /turf)) + location.hotspot_expose(700, 5) + + +/obj/item/weapon/weldingtool/afterattack(obj/O as obj, mob/user as mob) + if (istype(O, /obj/structure/reagent_dispensers/fueltank) && get_dist(src,O) <= 1 && !src.welding) + O.reagents.trans_to(src, max_fuel) + user << "\blue Welder refueled" + playsound(src.loc, 'refill.ogg', 50, 1, -6) return + else if (istype(O, /obj/structure/reagent_dispensers/fueltank) && get_dist(src,O) <= 1 && src.welding) + message_admins("[key_name_admin(user)] triggered a fueltank explosion.") + log_game("[key_name(user)] triggered a fueltank explosion.") + user << "\red That was stupid of you." + explosion(O.loc,-1,0,2) + if(O) + del(O) + return + if (src.welding) + remove_fuel(1) + var/turf/location = get_turf(user) + if (istype(location, /turf)) + location.hotspot_expose(700, 50, 1) + return + + +/obj/item/weapon/weldingtool/attack_self(mob/user as mob) + toggle() + return + +//Returns the amount of fuel in the welder +/obj/item/weapon/weldingtool/proc/get_fuel() + return reagents.get_reagent_amount("fuel") + + +//Removes fuel from the welding tool. If a mob is passed, it will perform an eyecheck on the mob. This should probably be renamed to use() +/obj/item/weapon/weldingtool/proc/remove_fuel(var/amount = 1, var/mob/M = null) + if(!welding || !check_fuel()) + return 0 + if(get_fuel() >= amount) + reagents.remove_reagent("fuel", amount) + check_fuel() + if(M) + eyecheck(M) + return 1 + else + if(M) + M << "\blue You need more welding fuel to complete this task." + return 0 + +//Returns whether or not the welding tool is currently on. +/obj/item/weapon/weldingtool/proc/isOn() + return src.welding + +//Sets the welding state of the welding tool. If you see W.welding = 1 anywhere, please change it to W.setWelding(1) +//so that the welding tool updates accordingly +/obj/item/weapon/weldingtool/proc/setWelding(var/temp_welding) + //If we're turning it on + if(temp_welding > 0) + if (remove_fuel(1)) + usr << "\blue The [src] switches on." + src.force = 15 + src.damtype = "fire" + src.icon_state = "welder1" + processing_objects.Add(src) + else + usr << "\blue Need more fuel!" + src.welding = 0 + return + //Otherwise + else + usr << "\blue The [src] switches off." + src.force = 3 + src.damtype = "brute" + src.icon_state = "welder" + src.welding = 0 + +//Turns off the welder if there is no more fuel (does this really need to be its own proc?) +/obj/item/weapon/weldingtool/proc/check_fuel() + if((get_fuel() <= 0) && welding) + toggle(1) + return 0 + return 1 + + +//Toggles the welder off and on +/obj/item/weapon/weldingtool/proc/toggle(var/message = 0) + if(!status) return + src.welding = !( src.welding ) + if (src.welding) + if (remove_fuel(1)) + usr << "\blue You switch the [src] on." + src.force = 15 + src.damtype = "fire" + src.icon_state = "welder1" + processing_objects.Add(src) + else + usr << "\blue Need more fuel!" + src.welding = 0 + return + else + if(!message) + usr << "\blue You switch the [src] off." + else + usr << "\blue The [src] shuts off!" + src.force = 3 + src.damtype = "brute" + src.icon_state = "welder" + src.welding = 0 + +//Decides whether or not to damage a player's eyes based on what they're wearing as protection +//Note: This should probably be moved to mob +/obj/item/weapon/weldingtool/proc/eyecheck(mob/user as mob) + if(!iscarbon(user)) return 1 + var/safety = user:eyecheck() + switch(safety) + if(1) + usr << "\red Your eyes sting a little." + user.eye_stat += rand(1, 2) + if(user.eye_stat > 12) + user.eye_blurry += rand(3,6) + if(0) + usr << "\red Your eyes burn." + user.eye_stat += rand(2, 4) + if(user.eye_stat > 10) + user.eye_blurry += rand(4,10) + if(-1) + usr << "\red Your thermals intensify the welder's glow. Your eyes itch and burn severely." + user.eye_blurry += rand(12,20) + user.eye_stat += rand(12, 16) + if(user.eye_stat > 10 && safety < 2) + user << "\red Your eyes are really starting to hurt. This can't be good for you!" + if (prob(user.eye_stat - 25 + 1)) + user << "\red You go blind!" + user.sdisabilities |= 1 + else if (prob(user.eye_stat - 15 + 1)) + user << "\red You go blind!" + user.eye_blind = 5 + user.eye_blurry = 5 + user.disabilities |= 1 + spawn(100) + user.disabilities &= ~1 + return /obj/item/weapon/weldingtool/largetank @@ -322,7 +361,7 @@ WELDINGTOOOL m_amt = 80 origin_tech = "materials=1;engineering=1" - New() - if(prob(50)) - icon_state = "cutters-y" - item_state = "cutters_yellow" \ No newline at end of file +/obj/item/weapon/wirecutters/New() + if(prob(50)) + icon_state = "cutters-y" + item_state = "cutters_yellow" \ No newline at end of file diff --git a/code/game/objects/mineral_doors.dm b/code/game/objects/mineral_doors.dm index 17118f65f19..fb844265017 100644 --- a/code/game/objects/mineral_doors.dm +++ b/code/game/objects/mineral_doors.dm @@ -215,7 +215,8 @@ attackby(obj/item/weapon/W as obj, mob/user as mob) if(istype(W,/obj/item/weapon/weldingtool)) - if(W:welding) + var/obj/item/weapon/weldingtool/WT = W + if(WT.remove_fuel(0, user)) TemperatureAct(100) ..() diff --git a/code/game/objects/shooting_range.dm b/code/game/objects/shooting_range.dm index d678e9d88c4..6731b3e9e2c 100644 --- a/code/game/objects/shooting_range.dm +++ b/code/game/objects/shooting_range.dm @@ -95,7 +95,8 @@ attackby(obj/item/W as obj, mob/user as mob) if (istype(W, /obj/item/weapon/weldingtool)) - if(W:welding == 1) + var/obj/item/weapon/weldingtool/WT = W + if(WT.remove_fuel(0, user)) overlays = null usr << "You slice off [src]'s uneven chunks of aluminum and scorch marks." return diff --git a/code/game/objects/stacks/glass.dm b/code/game/objects/stacks/glass.dm index d8d5b5c0bf4..cb14a32ec71 100644 --- a/code/game/objects/stacks/glass.dm +++ b/code/game/objects/stacks/glass.dm @@ -237,19 +237,20 @@ SHARDS /obj/item/weapon/shard/attackby(obj/item/weapon/W as obj, mob/user as mob) ..() - if ( istype(W, /obj/item/weapon/weldingtool) && W:welding ) - W:eyecheck(user) - var/obj/item/stack/sheet/glass/NG = new (user.loc) - for (var/obj/item/stack/sheet/glass/G in user.loc) - if(G==NG) - continue - if(G.amount>=G.max_amount) - continue - G.attackby(NG, user) - usr << "You add the newly-formed glass to the stack. It now contains [NG.amount] sheets." - //SN src = null - del(src) - return + if ( istype(W, /obj/item/weapon/weldingtool)) + var/obj/item/weapon/weldingtool/WT = W + if(WT.remove_fuel(0, user)) + var/obj/item/stack/sheet/glass/NG = new (user.loc) + for (var/obj/item/stack/sheet/glass/G in user.loc) + if(G==NG) + continue + if(G.amount>=G.max_amount) + continue + G.attackby(NG, user) + usr << "You add the newly-formed glass to the stack. It now contains [NG.amount] sheets." + //SN src = null + del(src) + return return ..() /obj/item/weapon/shard/HasEntered(AM as mob|obj) diff --git a/code/game/objects/stacks/metal.dm b/code/game/objects/stacks/metal.dm index 330cb6245ed..9f3d91c92d9 100644 --- a/code/game/objects/stacks/metal.dm +++ b/code/game/objects/stacks/metal.dm @@ -12,11 +12,14 @@ FLOOR TILES /obj/item/stack/rods/attackby(obj/item/W as obj, mob/user as mob) ..() - if (istype(W, /obj/item/weapon/weldingtool) && W:welding) + if (istype(W, /obj/item/weapon/weldingtool)) + var/obj/item/weapon/weldingtool/WT = W + if(amount < 2) user << "\red You need at least two rods to do this." return - if(W:remove_fuel(0,user)) + + if(WT.remove_fuel(0,user)) var/obj/item/stack/sheet/metal/new_item = new(usr.loc) new_item.add_to_stacks(usr) for (var/mob/M in viewers(src)) diff --git a/code/game/objects/structures.dm b/code/game/objects/structures.dm index 1acc05d70c0..27be50d553f 100644 --- a/code/game/objects/structures.dm +++ b/code/game/objects/structures.dm @@ -253,9 +253,10 @@ obj/structure/meteorhit(obj/O as obj) var/turf/T = get_turf(src) T.attackby(C, user) //BubbleWrap - hand this off to the underlying turf instead return - if (istype(C, /obj/item/weapon/weldingtool) && C:welding) - user << "\blue Slicing lattice joints ..." - C:eyecheck(user) + if (istype(C, /obj/item/weapon/weldingtool)) + var/obj/item/weapon/weldingtool/WT = C + if(WT.remove_fuel(0, user)) + user << "\blue Slicing lattice joints ..." new /obj/item/stack/rods(src.loc) del(src) diff --git a/code/game/objects/tables_racks.dm b/code/game/objects/tables_racks.dm index f90ed28bb99..3be189a0534 100644 --- a/code/game/objects/tables_racks.dm +++ b/code/game/objects/tables_racks.dm @@ -238,24 +238,22 @@ TABLE AND RACK OBJECT INTERATIONS return if (istype(W, /obj/item/weapon/weldingtool)) - if(W:welding == 1) + var/obj/item/weapon/weldingtool/WT = W + if(WT.remove_fuel(0, user)) if(src.status == 2) - W:welding = 2 - W:eyecheck(user) user << "\blue Now weakening the reinforced table" playsound(src.loc, 'Welder.ogg', 50, 1) if (do_after(user, 50)) + if(!src || !WT.isOn()) return user << "\blue Table weakened" src.status = 1 - W:welding = 1 else - W:welding = 2 user << "\blue Now strengthening the reinforced table" playsound(src.loc, 'Welder.ogg', 50, 1) if (do_after(user, 50)) + if(!src || !WT.isOn()) return user << "\blue Table strengthened" src.status = 2 - W:welding = 1 return if(isrobot(user)) return diff --git a/code/game/objects/uplinks.dm b/code/game/objects/uplinks.dm index 21d262f20e6..d8beaeb8f76 100644 --- a/code/game/objects/uplinks.dm +++ b/code/game/objects/uplinks.dm @@ -81,112 +81,180 @@ A list of items and costs is stored under the datum of every game mode, alongsid src.menu_message += "
" return +//If 'random' was selected + proc/chooseRandomItem() + var/list/randomItems = list() + + //Sorry for all the ifs, but it makes it 1000 times easier for other people/servers to add or remove items from this list + //Add only items the player can afford: + if(uses > 19) + randomItems.Add("/obj/item/weapon/circuitboard/teleporter") //Teleporter Circuit Board (costs 20, for nuke ops) + + if(uses > 9) + randomItems.Add("/obj/item/toy/syndicateballoon")//Syndicate Balloon + randomItems.Add("/obj/item/weapon/storage/syndie_kit/imp_uplink") //Uplink Implanter + randomItems.Add("/obj/item/weapon/storage/box/syndicate") //Syndicate bundle + + //if(uses > 8) //Nothing... yet. + //if(uses > 7) //Nothing... yet. + + if(uses > 6) + randomItems.Add("/obj/item/weapon/aiModule/syndicate") //Hacked AI Upload Module + randomItems.Add("/obj/item/device/radio/beacon/syndicate") //Singularity Beacon + + if(uses > 5) + randomItems.Add("/obj/item/weapon/gun/projectile") //Revolver + + if(uses > 4) + randomItems.Add("/obj/item/weapon/gun/energy/crossbow") //Energy Crossbow + randomItems.Add("/obj/item/device/powersink") //Powersink + + if(uses > 3) + randomItems.Add("/obj/item/weapon/melee/energy/sword") //Energy Sword + randomItems.Add("/obj/item/clothing/mask/gas/voice") //Voice Changer + randomItems.Add("/obj/item/device/chameleon") //Chameleon Projector + + if(uses > 2) + randomItems.Add("/obj/item/weapon/storage/emp_kit") //EMP Grenades + randomItems.Add("/obj/item/weapon/pen/paralysis") //Paralysis Pen + randomItems.Add("/obj/item/weapon/cartridge/syndicate") //Detomatix Cartridge + randomItems.Add("/obj/item/clothing/under/chameleon") //Chameleon Jumpsuit + randomItems.Add("/obj/item/weapon/card/id/syndicate") //Agent ID Card + randomItems.Add("/obj/item/weapon/card/emag") //Cryptographic Sequencer + randomItems.Add("/obj/item/weapon/storage/syndie_kit/space") //Syndicate Space Suit + randomItems.Add("/obj/item/device/encryptionkey/binary") //Binary Translator Key + randomItems.Add("/obj/item/weapon/storage/syndie_kit/imp_freedom") //Freedom Implant + randomItems.Add("/obj/item/clothing/glasses/thermal") //Thermal Imaging Goggles + + if(uses > 1) +/* + var/list/usrItems = usr.get_contents() //Checks to see if the user has a revolver before giving ammo + var/hasRevolver = 0 + for(var/obj/I in usrItems) //Only add revolver ammo if the user has a gun that can shoot it + if(istype(I,/obj/item/weapon/gun/projectile)) + hasRevolver = 1 + + if(hasRevolver) randomItems.Add("/obj/item/ammo_magazine/a357") //Revolver ammo +*/ + randomItems.Add("/obj/item/ammo_magazine/a357") //Revolver ammo + randomItems.Add("/obj/item/clothing/shoes/syndigaloshes") //No-Slip Syndicate Shoes + randomItems.Add("/obj/item/weapon/plastique") //C4 + + if(uses > 0) + randomItems.Add("/obj/item/weapon/soap/syndie") //Syndicate Soap + randomItems.Add("/obj/item/weapon/storage/toolbox/syndicate") //Syndicate Toolbox + + if(!randomItems) + del(randomItems) + return 0 + else + var/buyItem = pick(randomItems) + + switch(buyItem) //Ok, this gets a little messy, sorry. + if("/obj/item/weapon/circuitboard/teleporter") + uses -= 20 + if("/obj/item/toy/syndicateballoon" , "/obj/item/weapon/storage/syndie_kit/imp_uplink" , "/obj/item/weapon/storage/box/syndicate") + uses -= 10 + if("/obj/item/weapon/aiModule/syndicate" , "/obj/item/device/radio/beacon/syndicate") + uses -= 7 + if("/obj/item/weapon/gun/projectile") + uses -= 6 + if("/obj/item/weapon/gun/energy/crossbow" , "/obj/item/device/powersink") + uses -= 5 + if("/obj/item/weapon/melee/energy/sword" , "/obj/item/clothing/mask/gas/voice" , "/obj/item/device/chameleon") + uses -= 4 + if("/obj/item/weapon/storage/emp_kit" , "/obj/item/weapon/pen/paralysis" , "/obj/item/weapon/cartridge/syndicate" , "/obj/item/clothing/under/chameleon" , \ + "/obj/item/weapon/card/id/syndicate" , "/obj/item/weapon/card/emag" , "/obj/item/weapon/storage/syndie_kit/space" , "/obj/item/device/encryptionkey/binary" , \ + "/obj/item/weapon/storage/syndie_kit/imp_freedom" , "/obj/item/clothing/glasses/thermal") + uses -= 3 + if("/obj/item/ammo_magazine/a357" , "/obj/item/clothing/shoes/syndigaloshes" , "/obj/item/weapon/plastique") + uses -= 2 + if("/obj/item/weapon/soap/syndie" , "/obj/item/weapon/storage/toolbox/syndicate") + uses -= 1 + del(randomItems) + return buyItem + + proc/handleStatTracking(var/boughtItem) + //For stat tracking, sorry for making it so ugly + if(!boughtItem) return + + switch(boughtItem) + if("/obj/item/weapon/circuitboard/teleporter") + feedback_add_details("traitor_uplink_items_bought","TP") + if("/obj/item/toy/syndicateballoon") + feedback_add_details("traitor_uplink_items_bought","BS") + if("/obj/item/weapon/storage/syndie_kit/imp_uplink") + feedback_add_details("traitor_uplink_items_bought","UI") + if("/obj/item/weapon/storage/box/syndicate") + feedback_add_details("traitor_uplink_items_bought","BU") + if("/obj/item/weapon/aiModule/syndicate") + feedback_add_details("traitor_uplink_items_bought","AI") + if("/obj/item/device/radio/beacon/syndicate") + feedback_add_details("traitor_uplink_items_bought","SB") + if("/obj/item/weapon/gun/projectile") + feedback_add_details("traitor_uplink_items_bought","RE") + if("/obj/item/weapon/gun/energy/crossbow") + feedback_add_details("traitor_uplink_items_bought","XB") + if("/obj/item/device/powersink") + feedback_add_details("traitor_uplink_items_bought","PS") + if("/obj/item/weapon/melee/energy/sword") + feedback_add_details("traitor_uplink_items_bought","ES") + if("/obj/item/clothing/mask/gas/voice") + feedback_add_details("traitor_uplink_items_bought","VC") + if("/obj/item/device/chameleon") + feedback_add_details("traitor_uplink_items_bought","CP") + if("/obj/item/weapon/storage/emp_kit") + feedback_add_details("traitor_uplink_items_bought","EM") + if("/obj/item/weapon/pen/paralysis") + feedback_add_details("traitor_uplink_items_bought","PP") + if("/obj/item/weapon/cartridge/syndicate") + feedback_add_details("traitor_uplink_items_bought","DC") + if("/obj/item/clothing/under/chameleon") + feedback_add_details("traitor_uplink_items_bought","CJ") + if("/obj/item/weapon/card/id/syndicate") + feedback_add_details("traitor_uplink_items_bought","AC") + if("/obj/item/weapon/card/emag") + feedback_add_details("traitor_uplink_items_bought","EC") + if("/obj/item/weapon/storage/syndie_kit/space") + feedback_add_details("traitor_uplink_items_bought","SS") + if("/obj/item/device/encryptionkey/binary") + feedback_add_details("traitor_uplink_items_bought","BT") + if("/obj/item/weapon/storage/syndie_kit/imp_freedom") + feedback_add_details("traitor_uplink_items_bought","FI") + if("/obj/item/clothing/glasses/thermal") + feedback_add_details("traitor_uplink_items_bought","TM") + if("/obj/item/ammo_magazine/a357") + feedback_add_details("traitor_uplink_items_bought","RA") + if("/obj/item/clothing/shoes/syndigaloshes") + feedback_add_details("traitor_uplink_items_bought","SH") + if("/obj/item/weapon/plastique") + feedback_add_details("traitor_uplink_items_bought","C4") + if("/obj/item/weapon/soap/syndie") + feedback_add_details("traitor_uplink_items_bought","SP") + if("/obj/item/weapon/storage/toolbox/syndicate") + feedback_add_details("traitor_uplink_items_bought","ST") + Topic(href, href_list) if (href_list["buy_item"]) if(href_list["buy_item"] == "random") - var/list/randomItems = list() - - //Sorry for all the ifs, but it makes it 1000 times easier for other people/servers to add or remove items from this list - //Add only items the player can afford: - if(uses > 19) - randomItems.Add("/obj/item/weapon/circuitboard/teleporter") //Teleporter Circuit Board (costs 20, for nuke ops) - - if(uses > 9) - randomItems.Add("/obj/item/toy/syndicateballoon")//Syndicate Balloon - randomItems.Add("/obj/item/weapon/storage/syndie_kit/imp_uplink") //Uplink Implanter - randomItems.Add("/obj/item/weapon/storage/box/syndicate") //Syndicate bundle - - //if(uses > 8) //Nothing... yet. - //if(uses > 7) //Nothing... yet. - - if(uses > 6) - randomItems.Add("/obj/item/weapon/aiModule/syndicate") //Hacked AI Upload Module - randomItems.Add("/obj/item/device/radio/beacon/syndicate") //Singularity Beacon - - if(uses > 5) - randomItems.Add("/obj/item/weapon/gun/projectile") //Revolver - - if(uses > 4) - randomItems.Add("/obj/item/weapon/gun/energy/crossbow") //Energy Crossbow - randomItems.Add("/obj/item/device/powersink") //Powersink - - if(uses > 3) - randomItems.Add("/obj/item/weapon/melee/energy/sword") //Energy Sword - randomItems.Add("/obj/item/clothing/mask/gas/voice") //Voice Changer - randomItems.Add("/obj/item/device/chameleon") //Chameleon Projector - - if(uses > 2) - randomItems.Add("/obj/item/weapon/storage/emp_kit") //EMP Grenades - randomItems.Add("/obj/item/weapon/pen/paralysis") //Paralysis Pen - randomItems.Add("/obj/item/weapon/cartridge/syndicate") //Detomatix Cartridge - randomItems.Add("/obj/item/clothing/under/chameleon") //Chameleon Jumpsuit - randomItems.Add("/obj/item/weapon/card/id/syndicate") //Agent ID Card - randomItems.Add("/obj/item/weapon/card/emag") //Cryptographic Sequencer - randomItems.Add("/obj/item/weapon/storage/syndie_kit/space") //Syndicate Space Suit - randomItems.Add("/obj/item/device/encryptionkey/binary") //Binary Translator Key - randomItems.Add("/obj/item/weapon/storage/syndie_kit/imp_freedom") //Freedom Implant - randomItems.Add("/obj/item/clothing/glasses/thermal") //Thermal Imaging Goggles - - if(uses > 1) -/* - var/list/usrItems = usr.get_contents() //Checks to see if the user has a revolver before giving ammo - var/hasRevolver = 0 - for(var/obj/I in usrItems) //Only add revolver ammo if the user has a gun that can shoot it - if(istype(I,/obj/item/weapon/gun/projectile)) - hasRevolver = 1 - - if(hasRevolver) randomItems.Add("/obj/item/ammo_magazine/a357") //Revolver ammo -*/ - randomItems.Add("/obj/item/ammo_magazine/a357") //Revolver ammo - randomItems.Add("/obj/item/clothing/shoes/syndigaloshes") //No-Slip Syndicate Shoes - randomItems.Add("/obj/item/weapon/plastique") //C4 - - if(uses > 0) - randomItems.Add("/obj/item/weapon/soap/syndie") //Syndicate Soap - randomItems.Add("/obj/item/weapon/storage/toolbox/syndicate") //Syndicate Toolbox - - if(!randomItems) - del(randomItems) - return 0 - else - href_list["buy_item"] = pick(randomItems) - - switch(href_list["buy_item"]) //Ok, this gets a little messy, sorry. - if("/obj/item/weapon/circuitboard/teleporter") - uses -= 20 - if("/obj/item/toy/syndicateballoon" , "/obj/item/weapon/storage/syndie_kit/imp_uplink" , "/obj/item/weapon/storage/box/syndicate") - uses -= 10 - if("/obj/item/weapon/aiModule/syndicate" , "/obj/item/device/radio/beacon/syndicate") - uses -= 7 - if("/obj/item/weapon/gun/projectile") - uses -= 6 - if("/obj/item/weapon/gun/energy/crossbow" , "/obj/item/device/powersink") - uses -= 5 - if("/obj/item/weapon/melee/energy/sword" , "/obj/item/clothing/mask/gas/voice" , "/obj/item/device/chameleon") - uses -= 4 - if("/obj/item/weapon/storage/emp_kit" , "/obj/item/weapon/pen/paralysis" , "/obj/item/weapon/cartridge/syndicate" , "/obj/item/clothing/under/chameleon" , \ - "/obj/item/weapon/card/id/syndicate" , "/obj/item/weapon/card/emag" , "/obj/item/weapon/storage/syndie_kit/space" , "/obj/item/device/encryptionkey/binary" , \ - "/obj/item/weapon/storage/syndie_kit/imp_freedom" , "/obj/item/clothing/glasses/thermal") - uses -= 3 - if("/obj/item/ammo_magazine/a357" , "/obj/item/clothing/shoes/syndigaloshes" , "/obj/item/weapon/plastique") - uses -= 2 - if("/obj/item/weapon/soap/syndie" , "/obj/item/weapon/storage/toolbox/syndicate") - uses -= 1 - - del(randomItems) + var/boughtItem = chooseRandomItem() + if(boughtItem) + href_list["buy_item"] = boughtItem + feedback_add_details("traitor_uplink_items_bought","RN") return 1 + else + return 0 + else + if(text2num(href_list["cost"]) > uses) // Not enough crystals for the item + return 0 + //if(usr:mind && ticker.mode.traitors[usr:mind]) + //var/datum/traitorinfo/info = ticker.mode.traitors[usr:mind] + //info.spawnlist += href_list["buy_item"] - if(text2num(href_list["cost"]) > uses) // Not enough crystals for the item - return 0 - - //if(usr:mind && ticker.mode.traitors[usr:mind]) - //var/datum/traitorinfo/info = ticker.mode.traitors[usr:mind] - //info.spawnlist += href_list["buy_item"] - - uses -= text2num(href_list["cost"]) - + uses -= text2num(href_list["cost"]) + handleStatTracking(href_list["buy_item"]) //Note: chooseRandomItem handles it's own stat tracking. This proc is not meant for 'random'. return 1 diff --git a/code/game/objects/windoor_assembly.dm b/code/game/objects/windoor_assembly.dm index 0e8283bcf25..a7dd03fc2f6 100644 --- a/code/game/objects/windoor_assembly.dm +++ b/code/game/objects/windoor_assembly.dm @@ -58,22 +58,22 @@ obj/structure/windoor_assembly/Del() /obj/structure/windoor_assembly/attackby(obj/item/W as obj, mob/user as mob) + //I really should have spread this out across more states but thin little windoors are hard to sprite. switch(state) if("01") - if(istype(W, /obj/item/weapon/weldingtool) && W:welding && !anchored ) - if (W:remove_fuel(0,user)) - W:welding = 2 + if(istype(W, /obj/item/weapon/weldingtool) && !anchored ) + var/obj/item/weapon/weldingtool/WT = W + if (WT.remove_fuel(0,user)) user.visible_message("[user] dissassembles the windoor assembly.", "You start to dissassemble the windoor assembly.") playsound(src.loc, 'Welder2.ogg', 50, 1) if(do_after(user, 40)) - if(!src) return + if(!src || !WT.isOn()) return user << "\blue You dissasembled the windoor assembly!" new /obj/item/stack/sheet/rglass(get_turf(src), 5) if(secure) new /obj/item/stack/rods(get_turf(src), 4) del(src) - W:welding = 1 else user << "\blue You need more welding fuel to dissassemble the windoor assembly." return diff --git a/code/game/turf.dm b/code/game/turf.dm index 47dcb2d3af9..f3e01ccfaf2 100644 --- a/code/game/turf.dm +++ b/code/game/turf.dm @@ -432,14 +432,11 @@ if( istype(W, /obj/item/weapon/weldingtool) ) var/obj/item/weapon/weldingtool/WT = W if( WT.remove_fuel(0,user) ) - WT.welding = 2 - user << "You begin slicing through the outer plating." playsound(src.loc, 'Welder.ogg', 100, 1) sleep(100) - if( !istype(src, /turf/simulated/wall) || !user || !WT || !T ) return - WT.welding = 1 + if( !istype(src, /turf/simulated/wall) || !user || !WT || !WT.isOn() || !T ) return if( user.loc == T && user.equipped() == WT ) user << "You remove the outer plating." @@ -592,14 +589,12 @@ if( istype(W, /obj/item/weapon/weldingtool) ) var/obj/item/weapon/weldingtool/WT = W if( WT.remove_fuel(0,user) ) - WT.welding = 2 user << "You begin slicing through the metal cover." playsound(src.loc, 'Welder.ogg', 100, 1) sleep(60) - if( !istype(src, /turf/simulated/wall/r_wall) || !user || !WT || !T ) return - WT.welding = 1 + if( !istype(src, /turf/simulated/wall/r_wall) || !user || !WT || !WT.isOn() || !T ) return if( d_state == 2 && user.loc == T && user.equipped() == WT ) src.d_state = 3 @@ -657,14 +652,12 @@ if( istype(W, /obj/item/weapon/weldingtool) ) var/obj/item/weapon/weldingtool/WT = W if( WT.remove_fuel(0,user) ) - WT.welding = 2 user << "You begin slicing through the support rods." playsound(src.loc, 'Welder.ogg', 100, 1) sleep(100) - if( !istype(src, /turf/simulated/wall/r_wall) || !user || !WT || !T ) return - WT.welding = 1 + if( !istype(src, /turf/simulated/wall/r_wall) || !user || !WT || !WT.isOn() || !T ) return if( d_state == 5 && user.loc == T && user.equipped() == WT ) src.d_state = 6 @@ -1292,7 +1285,7 @@ turf/simulated/floor/return_siding_icon_state() if(istype(C, /obj/item/weapon/weldingtool)) var/obj/item/weapon/weldingtool/welder = C - if(welder.welding && (is_plating())) + if(welder.isOn() && (is_plating())) if(broken || burnt) if(welder.remove_fuel(0,user)) user << "\red You fix some dents on the broken plating." diff --git a/code/modules/mob/living/carbon/human/life.dm b/code/modules/mob/living/carbon/human/life.dm index 2b5de41de28..ab650a8ec94 100644 --- a/code/modules/mob/living/carbon/human/life.dm +++ b/code/modules/mob/living/carbon/human/life.dm @@ -357,7 +357,7 @@ return null update_canmove() - if(sleeping || paralysis || stunned || weakened || resting || buckled || (changeling && changeling.changeling_fakedeath)) + if(stat || sleeping || paralysis || stunned || weakened || resting || buckled || (changeling && changeling.changeling_fakedeath)) canmove = 0 else diff --git a/code/modules/mob/living/silicon/robot/robot.dm b/code/modules/mob/living/silicon/robot/robot.dm index 288950487fe..4c7504e72c9 100644 --- a/code/modules/mob/living/silicon/robot/robot.dm +++ b/code/modules/mob/living/silicon/robot/robot.dm @@ -369,8 +369,9 @@ if (istype(W, /obj/item/weapon/handcuffs)) // fuck i don't even know why isrobot() in handcuff code isn't working so this will have to do return - if (istype(W, /obj/item/weapon/weldingtool) && W:welding) - if (W:remove_fuel(0)) + if (istype(W, /obj/item/weapon/weldingtool)) + var/obj/item/weapon/weldingtool/WT = W + if (WT.remove_fuel(0)) adjustBruteLoss(-30) updatehealth() add_fingerprint(user) diff --git a/code/modules/power/apc.dm b/code/modules/power/apc.dm index 122e6987bf1..0b5b9abb48e 100644 --- a/code/modules/power/apc.dm +++ b/code/modules/power/apc.dm @@ -364,29 +364,27 @@ else if (istype(W, /obj/item/weapon/module/power_control) && opened && has_electronics==0 && ((stat & BROKEN) || malfhack)) user << "\red You cannot put the board inside, the frame is damaged." return - else if (istype(W, /obj/item/weapon/weldingtool) && W:welding && opened && has_electronics==0 && !terminal) - if (W:get_fuel() < 3) + else if (istype(W, /obj/item/weapon/weldingtool) && opened && has_electronics==0 && !terminal) + var/obj/item/weapon/weldingtool/WT = W + if (WT.get_fuel() < 3) user << "\blue You need more welding fuel to complete this task." return user << "You start welding APC frame..." - if(W:remove_fuel(0,user)) - W:welding = 2 - playsound(src.loc, 'Welder.ogg', 50, 1) - if(do_after(user, 50)) - - if (emagged || malfhack || (stat & BROKEN) || opened==2) - new /obj/item/stack/sheet/metal(loc) - user.visible_message(\ - "\red [src] has been cut apart by [user.name] with the weldingtool.",\ - "You disassembled the broken APC frame.",\ - "\red You hear welding.") - else - new /obj/item/apc_frame(loc) - user.visible_message(\ - "\red [src] has been cut from the wall by [user.name] with the weldingtool.",\ - "You cut APC frame from the wall.",\ - "\red You hear welding.") - W:welding = 1 + playsound(src.loc, 'Welder.ogg', 50, 1) + if(do_after(user, 50)) + if(!src || !WT.remove_fuel(3, user)) return + if (emagged || malfhack || (stat & BROKEN) || opened==2) + new /obj/item/stack/sheet/metal(loc) + user.visible_message(\ + "\red [src] has been cut apart by [user.name] with the weldingtool.",\ + "You disassembled the broken APC frame.",\ + "\red You hear welding.") + else + new /obj/item/apc_frame(loc) + user.visible_message(\ + "\red [src] has been cut from the wall by [user.name] with the weldingtool.",\ + "You cut APC frame from the wall.",\ + "\red You hear welding.") del(src) return else if (istype(W, /obj/item/apc_frame) && opened && emagged) diff --git a/code/modules/power/singularity/emitter.dm b/code/modules/power/singularity/emitter.dm index 4196e8d8a9b..1f03a5dbb3f 100644 --- a/code/modules/power/singularity/emitter.dm +++ b/code/modules/power/singularity/emitter.dm @@ -146,7 +146,8 @@ user << "\red The [src.name] needs to be unwelded from the floor." return - if(istype(W, /obj/item/weapon/weldingtool) && W:welding) + if(istype(W, /obj/item/weapon/weldingtool)) + var/obj/item/weapon/weldingtool/WT = W if(active) user << "Turn off the [src] first." return @@ -154,29 +155,27 @@ if(0) user << "\red The [src.name] needs to be wrenched to the floor." if(1) - if (W:remove_fuel(0,user)) - W:welding = 2 + if (WT.remove_fuel(0,user)) playsound(src.loc, 'Welder2.ogg', 50, 1) user.visible_message("[user.name] starts to weld the [src.name] to the floor.", \ "You start to weld the [src] to the floor.", \ "You hear welding") if (do_after(user,20)) + if(!src || !WT.isOn()) return state = 2 user << "You weld the [src] to the floor." - W:welding = 1 else user << "\red You need more welding fuel to complete this task." if(2) - if (W:remove_fuel(0,user)) - W:welding = 2 + if (WT.remove_fuel(0,user)) playsound(src.loc, 'Welder2.ogg', 50, 1) user.visible_message("[user.name] starts to cut the [src.name] free from the floor.", \ "You start to cut the [src] free from the floor.", \ "You hear welding") if (do_after(user,20)) + if(!src || !WT.isOn()) return state = 1 user << "You cut the [src] free from the floor." - W:welding = 1 else user << "\red You need more welding fuel to complete this task." return diff --git a/code/modules/power/singularity/field_generator.dm b/code/modules/power/singularity/field_generator.dm index adce022bb8b..f0b39f6e801 100644 --- a/code/modules/power/singularity/field_generator.dm +++ b/code/modules/power/singularity/field_generator.dm @@ -118,35 +118,34 @@ field_generator power level display if(2) user << "\red The [src.name] needs to be unwelded from the floor." return - else if(istype(W, /obj/item/weapon/weldingtool) && W:welding) + else if(istype(W, /obj/item/weapon/weldingtool)) + var/obj/item/weapon/weldingtool/WT = W switch(state) if(0) user << "\red The [src.name] needs to be wrenched to the floor." return if(1) - if (W:remove_fuel(0,user)) - W:welding = 2 + if (WT.remove_fuel(0,user)) playsound(src.loc, 'Welder2.ogg', 50, 1) user.visible_message("[user.name] starts to weld the [src.name] to the floor.", \ "You start to weld the [src] to the floor.", \ "You hear welding") if (do_after(user,20)) + if(!src || !WT.isOn()) return state = 2 user << "You weld the field generator to the floor." - W:welding = 1 else return if(2) - if (W:remove_fuel(0,user)) - W:welding = 2 + if (WT.remove_fuel(0,user)) playsound(src.loc, 'Welder2.ogg', 50, 1) user.visible_message("[user.name] starts to cut the [src.name] free from the floor.", \ "You start to cut the [src] free from the floor.", \ "You hear welding") if (do_after(user,20)) + if(!src || !WT.isOn()) return state = 1 user << "You cut the [src] free from the floor." - W:welding = 2 else return else diff --git a/code/modules/recycling/disposal-construction.dm b/code/modules/recycling/disposal-construction.dm index a026b50de44..af21add1669 100644 --- a/code/modules/recycling/disposal-construction.dm +++ b/code/modules/recycling/disposal-construction.dm @@ -195,8 +195,8 @@ if(W.remove_fuel(0,user)) playsound(src.loc, 'Welder2.ogg', 100, 1) user << "Welding the [nicetype] in place." - W:welding = 2 if(do_after(user, 20)) + if(!src || !W.isOn()) return user << "The [nicetype] has been welded in place!" update() // TODO: Make this neat if(ispipe) // Pipe @@ -225,7 +225,6 @@ del(src) return - W:welding = 1 else user << "You need more welding fuel to complete this task." return diff --git a/code/modules/recycling/disposal.dm b/code/modules/recycling/disposal.dm index 6bcfa0c15e7..ce1a8bc83e3 100644 --- a/code/modules/recycling/disposal.dm +++ b/code/modules/recycling/disposal.dm @@ -67,8 +67,9 @@ if(W.remove_fuel(0,user)) playsound(src.loc, 'Welder2.ogg', 100, 1) user << "You start slicing the floorweld off the disposal unit." - W:welding = 2 + if(do_after(user,20)) + if(!src || !W.isOn()) return user << "You sliced the floorweld off the disposal unit." var/obj/structure/disposalconstruct/C = new (src.loc) C.ptype = 6 // 6 = disposal unit @@ -76,7 +77,6 @@ C.density = 1 C.update() del(src) - W:welding = 1 return else user << "You need more welding fuel to complete this task." @@ -813,23 +813,21 @@ if(istype(I, /obj/item/weapon/weldingtool)) var/obj/item/weapon/weldingtool/W = I - if(W.welding) - if(W.remove_fuel(0,user)) - W:welding = 2 - playsound(src.loc, 'Welder2.ogg', 100, 1) - // check if anything changed over 2 seconds - var/turf/uloc = user.loc - var/atom/wloc = W.loc - user << "Slicing the disposal pipe." - sleep(30) - if(user.loc == uloc && wloc == W.loc) - welded() - else - user << "You must stay still while welding the pipe." - W:welding = 1 + if(W.remove_fuel(0,user)) + playsound(src.loc, 'Welder2.ogg', 100, 1) + // check if anything changed over 2 seconds + var/turf/uloc = user.loc + var/atom/wloc = W.loc + user << "Slicing the disposal pipe." + sleep(30) + if(!W.isOn()) return + if(user.loc == uloc && wloc == W.loc) + welded() else - user << "You need more welding fuel to cut the pipe." - return + user << "You must stay still while welding the pipe." + else + user << "You need more welding fuel to cut the pipe." + return // called when pipe is cut with welder proc/welded() @@ -1109,23 +1107,21 @@ if(istype(I, /obj/item/weapon/weldingtool)) var/obj/item/weapon/weldingtool/W = I - if(W.welding) - if(W.remove_fuel(0,user)) - W:welding = 2 - playsound(src.loc, 'Welder2.ogg', 100, 1) - // check if anything changed over 2 seconds - var/turf/uloc = user.loc - var/atom/wloc = W.loc - user << "Slicing the disposal pipe." - sleep(30) - if(user.loc == uloc && wloc == W.loc) - welded() - else - user << "You must stay still while welding the pipe." - W:welding = 1 + if(W.remove_fuel(0,user)) + playsound(src.loc, 'Welder2.ogg', 100, 1) + // check if anything changed over 2 seconds + var/turf/uloc = user.loc + var/atom/wloc = W.loc + user << "Slicing the disposal pipe." + sleep(30) + if(!W.isOn()) return + if(user.loc == uloc && wloc == W.loc) + welded() else - user << "You need more welding fuel to cut the pipe." - return + user << "You must stay still while welding the pipe." + else + user << "You need more welding fuel to cut the pipe." + return // would transfer to next pipe segment, but we are in a trunk // if not entering from disposal bin, @@ -1241,8 +1237,8 @@ if(W.remove_fuel(0,user)) playsound(src.loc, 'Welder2.ogg', 100, 1) user << "You start slicing the floorweld off the disposal outlet." - W:welding = 2 if(do_after(user,20)) + if(!src || !W.isOn()) return user << "You sliced the floorweld off the disposal outlet." var/obj/structure/disposalconstruct/C = new (src.loc) C.ptype = 7 // 7 = outlet @@ -1250,7 +1246,6 @@ C.anchored = 1 C.density = 1 del(src) - W:welding = 1 return else user << "You need more welding fuel to complete this task." diff --git a/code/modules/recycling/sortingmachinery.dm b/code/modules/recycling/sortingmachinery.dm index e7491a8d332..08a4cd16a1d 100644 --- a/code/modules/recycling/sortingmachinery.dm +++ b/code/modules/recycling/sortingmachinery.dm @@ -288,8 +288,8 @@ if(W.remove_fuel(0,user)) playsound(src.loc, 'Welder2.ogg', 100, 1) user << "You start slicing the floorweld off the delivery chute." - W:welding = 2 if(do_after(user,20)) + if(!src || !W.isOn()) return user << "You sliced the floorweld off the delivery chute." var/obj/structure/disposalconstruct/C = new (src.loc) C.ptype = 8 // 8 = Delivery chute @@ -297,7 +297,6 @@ C.anchored = 1 C.density = 1 del(src) - W:welding = 1 return else user << "You need more welding fuel to complete this task." diff --git a/config/admins.txt b/config/admins.txt index d851bcdf48d..8e59145aed2 100644 --- a/config/admins.txt +++ b/config/admins.txt @@ -1,28 +1,2 @@ -quarxink - Game Master -tle - Game Master -xsi - Game Master -sillazi - Game Master -herpa - Game Master -scaredofshadows - Game Master -chicagoted - Game Master -neofite - Game Master -uristmcdorf - Game Master -cinless - Game Master -trubblebass - Game Master -mport2004 - Game Admin -lj82 - Game Admin -fatmanfive - Game Admin -thickwillynilly - Game Admin -euronumbers - Game Admin -deuryn - Game Admin -rosenritter - Game Admin -lastwish - Game Admin -tashdurandel - Game Admin -mario90900 - Game Admin -atomictroop - Game Admin -fateweaver - Game Admin -agouri - Game Master -errorage - Game Master -uhangi - Game Master -superxpdude - Game Master -petethegoat - Game Master \ No newline at end of file +nodrak - Game Master +carnwennan - Game Master \ No newline at end of file diff --git a/data/ban_unban_log.txt b/data/ban_unban_log.txt index e69de29bb2d..94a0dfc37f9 100644 --- a/data/ban_unban_log.txt +++ b/data/ban_unban_log.txt @@ -0,0 +1 @@ +Nodrak/(Nodrak) unjobbanned Guest-784924112/(Brody Guess) from Cyborg diff --git a/data/mode.txt b/data/mode.txt index bd81a61cbfd..ae791fed369 100644 --- a/data/mode.txt +++ b/data/mode.txt @@ -1 +1 @@ -traitor +extended