mirror of
https://github.com/ParadiseSS13/Paradise.git
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* Get pants that match or else you gonna look silly yo
* Posters
* Fix other hud elements
* Rereviewed
* Update shotglass.dm
* Fix for new merged PRs
* Typo
* Coming across other stuff
* Update theblob.dm
* No takebacksies
* smh i forget to leave a comment
* Updated for the detgun and cards
* Should have rerun langserver again
* No longer plastic, more in scope
* Damn you bluespace
* Reverting turret logic, out of scope at this point
* Tweak that part
* Went over energy guns again, and fixed UI White's sprite sheet
* Welding masks, glasses, and JUSTICE
* Update portable_atmospherics.dm
* Cleaning up, clearing things up
* Review and suggestions
* Update valve.dm
* More tweaks
* Missing character
* Not distinct lightmasks, so they can be overlays
* Update generator.dm
* Add parameter so holodeck doesn't try to make a perfect copy
* Update unsorted.dm
* Spiders
* Better fix for spiders, fix vamps too
* Ghosts
* Update telekinesis.dm
* Cleaning up old procs
* It's set up to not copy datums... Unless they're in a list
* Donuts, duct tape, and detgun. D3VR coming to Early Access
* Update procs that interact with doors so they call update_state instead
* Forgot one spot, and actually might as well just force lock
* Cleaning up other things... Sigh, and kitty ears
* oops
* Getting used to how it works
* blinds
* Going back to the suit obscuring thing, so it doesn't update all the time
* Missed that from merging master
* I made this PR and forgot about it
* Fix runtimes in cards
* Make things a bit more unified
* Update update_icons.dm
* yarn, really?
* Update library_equipment.dm
* Update shieldgen.dm
* Every time Charlie merges something, I go back and see if I can improve things further
* what's this? more?
* Update misc_special.dm
* wow, paper
* Review
* More reviews
* To be sure, seems like being broken messed something sometimes
* Brought airlocks closer to how TG works to iron out some stuff
* Pizza and morgue
* Doesn't seem to hurt, tried with holodeck
* Revert "Doesn't seem to hurt, tried with holodeck"
This reverts commit 158529302b.
* Icon conflict
* Fix organ damage
* Don't ask how. Why. It's like that on prod too.
* Cutting down on things and updating from TG.
* More flexible. Just in case the thing you stuck it on didn't destroy.
* Hydro was one the things I touched earlier on, better rework it
* Reviews
* Cleaning up further, also bri'ish
* Undo a change I did, and switch over to a more recent implementation
* Update biogenerator.dm
* Rolling back to old airlocks, but with new duct taped note
* Functionally the same. I'd just rather not have the smoothing happen there
* Went over APCs again
* Fix welding helmet names in species files
* Update airlock.dm
* Update persistent_overlay.dm
* Oh, topic
127 lines
3.3 KiB
Plaintext
127 lines
3.3 KiB
Plaintext
/obj/item/assembly/timer
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name = "timer"
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desc = "Used to time things. Works well with contraptions which has to count down. Tick tock."
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icon_state = "timer"
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materials = list(MAT_METAL=500, MAT_GLASS=50)
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origin_tech = "magnets=1;engineering=1"
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secured = FALSE
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bomb_name = "time bomb"
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var/timing = FALSE
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var/time = 10
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var/repeat = FALSE
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var/set_time = 10
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/obj/item/assembly/timer/describe()
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if(timing)
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return "The timer is counting down from [time]!"
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return "The timer is set for [time] seconds."
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/obj/item/assembly/timer/activate()
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if(!..())
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return FALSE//Cooldown check
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timing = !timing
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update_icon()
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return FALSE
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/obj/item/assembly/timer/toggle_secure()
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secured = !secured
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if(secured)
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START_PROCESSING(SSobj, src)
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else
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timing = FALSE
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STOP_PROCESSING(SSobj, src)
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update_icon()
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return secured
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/obj/item/assembly/timer/proc/timer_end()
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if(!secured || cooldown > 0)
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return FALSE
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cooldown = 2
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pulse(FALSE)
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if(loc)
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loc.visible_message("[bicon(src)] *beep* *beep*", "*beep* *beep*")
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addtimer(CALLBACK(src, .proc/process_cooldown), 10)
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/obj/item/assembly/timer/process()
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if(timing && (time > 0))
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time -= 2 // 2 seconds per process()
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if(timing && time <= 0)
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timing = repeat
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timer_end()
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time = set_time
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/obj/item/assembly/timer/update_overlays()
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. = ..()
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attached_overlays = list()
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if(timing)
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. += "timer_timing"
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attached_overlays += "timer_timing"
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if(holder)
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holder.update_icon()
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/obj/item/assembly/timer/interact(mob/user as mob)//TODO: Have this use the wires
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if(!secured)
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user.show_message("<span class='warning'>[src] is unsecured!</span>")
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return FALSE
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var/second = time % 60
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var/minute = (time - second) / 60
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var/set_second = set_time % 60
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var/set_minute = (set_time - set_second) / 60
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if(second < 10) second = "0[second]"
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if(set_second < 10) set_second = "0[set_second]"
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var/dat = {"
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<TT>
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<center><h2>Timing Unit</h2>
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[minute]:[second] <a href='?src=[UID()];time=1'>[timing?"Stop":"Start"]</a> <a href='?src=[UID()];reset=1'>Reset</a><br>
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Repeat: <a href='?src=[UID()];repeat=1'>[repeat?"On":"Off"]</a><br>
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Timer set for
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<A href='?src=[UID()];tp=-30'>-</A> <A href='?src=[UID()];tp=-1'>-</A> [set_minute]:[set_second] <A href='?src=[UID()];tp=1'>+</A> <A href='?src=[UID()];tp=30'>+</A>
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</center>
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</TT>
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<BR><BR>
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<A href='?src=[UID()];refresh=1'>Refresh</A>
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<BR><BR>
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<A href='?src=[UID()];close=1'>Close</A>"}
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var/datum/browser/popup = new(user, "timer", name, 400, 400)
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popup.set_content(dat)
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popup.open(0)
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onclose(user, "timer")
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/obj/item/assembly/timer/Topic(href, href_list)
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..()
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if(usr.incapacitated() || !in_range(loc, usr))
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usr << browse(null, "window=timer")
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onclose(usr, "timer")
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return
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if(href_list["time"])
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timing = !timing
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if(timing && istype(holder, /obj/item/transfer_valve))
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investigate_log("[key_name(usr)] activated [src] attachment for [loc]", INVESTIGATE_BOMB)
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add_attack_logs(usr, holder, "activated [src] attachment on", ATKLOG_FEW)
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log_game("[key_name(usr)] activated [src] attachment for [loc]")
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update_icon()
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if(href_list["reset"])
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time = set_time
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if(href_list["repeat"])
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repeat = !repeat
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if(href_list["tp"])
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var/tp = text2num(href_list["tp"])
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set_time += tp
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set_time = min(max(round(set_time), 6), 600)
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if(!timing)
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time = set_time
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if(href_list["close"])
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usr << browse(null, "window=timer")
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return
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if(usr)
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attack_self(usr)
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