Files
DGamerL b497e4c925 Removes a lot of redefined procs (#26186)
* aaaaaaaaaaaaaaa

* Forgor

* Adds missing /proc/

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Signed-off-by: DGamerL <108773801+DGamerL@users.noreply.github.com>
2024-07-30 13:19:32 +00:00

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#define MAX_HEALTH_ACTIVATE 0
#define MIN_HEALTH_ACTIVATE -150
/obj/item/assembly/health
name = "health sensor"
desc = "Used for scanning and monitoring health."
icon_state = "health"
materials = list(MAT_METAL=800, MAT_GLASS=200)
origin_tech = "magnets=1;biotech=1"
/// Are we scanning our user's health?
var/scanning = FALSE
/// Our user's health
var/user_health
/// The health amount on which to activate
var/alarm_health = MAX_HEALTH_ACTIVATE
/obj/item/assembly/health/activate()
if(!..())
return FALSE//Cooldown check
toggle_scan()
return FALSE
/obj/item/assembly/health/toggle_secure()
secured = !secured
if(secured && scanning)
START_PROCESSING(SSobj, src)
else
scanning = FALSE
user_health = null // Clear out the user data, we're no longer scanning
STOP_PROCESSING(SSobj, src)
update_icon()
return secured
/obj/item/assembly/health/process()
if(!scanning || !secured)
STOP_PROCESSING(SSobj, src) // It should never reach here, but if it somehow does stop processing
return
var/atom/A = src
if(connected && connected.holder)
A = connected.holder
for(A, A && !ismob(A), A = A.loc); // For A, check A exists and that its not a mob, if these are both true then set A to A.loc and repeat
// like get_turf(), but for mobs.
if(!isliving(A))
user_health = null // We aint on a living thing, remove the previous data
return
var/mob/living/M = A
user_health = M.health
if(user_health <= alarm_health) // Its a health detector, not a death detector
pulse()
audible_message("[bicon(src)] *beep* *beep*")
toggle_scan()
/obj/item/assembly/health/pickup(mob/user)
..()
ADD_TRAIT(user, TRAIT_CAN_VIEW_HEALTH, "HEALTH[UID()]")
/obj/item/assembly/health/proc/toggle_scan()
if(!secured)
return FALSE
scanning = !scanning
if(scanning)
START_PROCESSING(SSobj, src)
else
user_health = null // Clear out the user data, we're no longer scanning
STOP_PROCESSING(SSobj, src)
/obj/item/assembly/health/attack_self(mob/user)
ui_interact(user)
/obj/item/assembly/health/ui_state(mob/user)
return GLOB.deep_inventory_state
/obj/item/assembly/health/ui_interact(mob/user, datum/tgui/ui = null)
ui = SStgui.try_update_ui(user, src, ui)
if(!ui)
ui = new(user, src, "HealthSensor", name)
ui.open()
/obj/item/assembly/health/ui_data(mob/user)
var/list/data = list()
data["on"] = scanning
data["alarm_health"] = alarm_health
data["user_health"] = user_health
data["maxHealth"] = MAX_HEALTH_ACTIVATE
data["minHealth"] = MIN_HEALTH_ACTIVATE
return data
/obj/item/assembly/health/ui_act(action, list/params, datum/tgui/ui, datum/ui_state/state)
if(..())
return
. = TRUE
switch(action)
if("scan_toggle")
toggle_scan()
if("alarm_health")
alarm_health = clamp(text2num(params["alarm_health"]), MIN_HEALTH_ACTIVATE, MAX_HEALTH_ACTIVATE)
#undef MAX_HEALTH_ACTIVATE
#undef MIN_HEALTH_ACTIVATE