/obj/item/device/assembly_holder name = "Assembly" icon = 'icons/obj/assemblies/new_assemblies.dmi' icon_state = "holder" item_state = "assembly" flags = CONDUCT throwforce = 5 w_class = 2 throw_speed = 3 throw_range = 10 var/secured = 0 var/obj/item/device/assembly/a_left = null var/obj/item/device/assembly/a_right = null proc/attach(var/obj/item/device/D, var/obj/item/device/D2, var/mob/user) return proc/process_activation(var/obj/item/device/D) return IsAssemblyHolder() return 1 Destroy() if(a_left) a_left.holder = null if(a_right) a_right.holder = null return ..() attach(var/obj/item/device/D, var/obj/item/device/D2, var/mob/user) if((!D)||(!D2)) return 0 if((!isassembly(D))||(!isassembly(D2))) return 0 if((D:secured)||(D2:secured)) return 0 if(!D.remove_item_from_storage(src)) if(user) user.remove_from_mob(D) D.loc = src if(!D2.remove_item_from_storage(src)) if(user) user.remove_from_mob(D2) D2.loc = src D:holder = src D2:holder = src a_left = D a_right = D2 name = "[D.name]-[D2.name] assembly" update_icon() return 1 update_icon() overlays.Cut() if(a_left) overlays += "[a_left.icon_state]_left" for(var/O in a_left.attached_overlays) overlays += "[O]_l" if(a_right) src.overlays += "[a_right.icon_state]_right" for(var/O in a_right.attached_overlays) overlays += "[O]_r" if(master) master.update_icon() examine(mob/user) ..(user) if((in_range(src, user) || src.loc == user)) if(src.secured) to_chat(user, "\The [src] is ready!") else to_chat(user, "\The [src] can be attached!") HasProximity(atom/movable/AM as mob|obj) if(a_left) a_left.HasProximity(AM) if(a_right) a_right.HasProximity(AM) Crossed(atom/movable/AM as mob|obj) if(a_left) a_left.Crossed(AM) if(a_right) a_right.Crossed(AM) on_found(mob/finder as mob) if(a_left) a_left.on_found(finder) if(a_right) a_right.on_found(finder) hear_talk(mob/living/M as mob, msg) if(a_left) a_left.hear_talk(M, msg) if(a_right) a_right.hear_talk(M, msg) hear_message(mob/living/M as mob, msg) if(a_left) a_left.hear_message(M, msg) if(a_right) a_right.hear_message(M, msg) proc/process_movement() // infrared beams and prox sensors if(a_left && a_right) a_left.holder_movement() a_right.holder_movement() Move() ..() process_movement() return pickup() ..() process_movement() Bump() ..() process_movement() throw_impact() // called when a throw stops ..() process_movement() attack_hand()//Perhapse this should be a holder_pickup proc instead, can add if needbe I guess if(a_left && a_right) a_left.holder_movement() a_right.holder_movement() ..() return attackby(obj/item/weapon/W as obj, mob/user as mob, params) if(istype(W, /obj/item/weapon/screwdriver)) if(!a_left || !a_right) to_chat(user, "\red BUG:Assembly part missing, please report this!") return a_left.toggle_secure() a_right.toggle_secure() secured = !secured if(secured) to_chat(user, "\blue \The [src] is ready!") else to_chat(user, "\blue \The [src] can now be taken apart!") update_icon() return else ..() return attack_self(mob/user as mob) src.add_fingerprint(user) if(src.secured) if(!a_left || !a_right) to_chat(user, "\red Assembly part missing!") return if(istype(a_left,a_right.type))//If they are the same type it causes issues due to window code switch(alert("Which side would you like to use?",,"Left","Right")) if("Left") a_left.attack_self(user) if("Right") a_right.attack_self(user) return else a_left.attack_self(user) a_right.attack_self(user) else var/turf/T = get_turf(src) if(!T) return 0 if(a_left) a_left:holder = null a_left.loc = T if(a_right) a_right:holder = null a_right.loc = T spawn(0) qdel(src) return process_activation(var/obj/D, var/normal = 1, var/special = 1) if(!D) return 0 if((normal) && (a_right) && (a_left)) if(a_right != D) a_right.pulsed(0) if(a_left != D) a_left.pulsed(0) if(master) master.receive_signal() return 1 ex_act(severity) switch(severity) if(1.0) qdel(src) return if(2.0) if(prob(50)) qdel(src) return if(3.0) if(prob(25)) qdel(src) return return