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
202 lines
4.8 KiB
Plaintext
202 lines
4.8 KiB
Plaintext
/obj/item/assembly_holder
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name = "Assembly"
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icon = 'icons/obj/assemblies/new_assemblies.dmi'
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icon_state = "holder"
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item_state = "assembly"
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flags = CONDUCT
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throwforce = 5
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w_class = WEIGHT_CLASS_SMALL
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throw_speed = 3
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throw_range = 10
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var/secured = FALSE
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var/obj/item/assembly/a_left = null
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var/obj/item/assembly/a_right = null
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/obj/item/assembly_holder/proc/attach(obj/item/D, obj/item/D2, mob/user)
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return
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/obj/item/assembly_holder/proc/process_activation(obj/item/D)
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return
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/obj/item/assembly_holder/IsAssemblyHolder()
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return TRUE
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/obj/item/assembly_holder/Destroy()
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if(a_left)
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a_left.holder = null
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if(a_right)
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a_right.holder = null
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return ..()
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/obj/item/assembly_holder/attach(obj/item/D, obj/item/D2, mob/user)
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if(!D || !D2)
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return FALSE
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if(!isassembly(D) || !isassembly(D2))
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return FALSE
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var/obj/item/assembly/A1 = D
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var/obj/item/assembly/A2 = D2
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if(A1.secured || A2.secured)
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return FALSE
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if(!A1.remove_item_from_storage(src))
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if(user)
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user.remove_from_mob(A1)
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A1.forceMove(src)
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if(!A2.remove_item_from_storage(src))
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if(user)
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user.remove_from_mob(A2)
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A2.forceMove(src)
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A1.holder = src
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A2.holder = src
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a_left = A1
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a_right = A2
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name = "[A1.name]-[A2.name] assembly"
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update_icon(UPDATE_OVERLAYS)
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return TRUE
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/obj/item/assembly_holder/proc/has_prox_sensors()
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if(istype(a_left, /obj/item/assembly/prox_sensor) || istype(a_right, /obj/item/assembly/prox_sensor))
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return TRUE
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return FALSE
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/obj/item/assembly_holder/update_overlays()
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. = ..()
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if(a_left)
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. += "[a_left.icon_state]_left"
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for(var/O in a_left.attached_overlays)
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. += "[O]_l"
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if(a_right)
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. += "[a_right.icon_state]_right"
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for(var/O in a_right.attached_overlays)
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. += "[O]_r"
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if(master)
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master.update_icon()
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/obj/item/assembly_holder/examine(mob/user)
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. = ..()
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if(in_range(src, user) || loc == user)
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if(secured)
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. += "[src] is ready!"
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else
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. += "[src] can be attached!"
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/obj/item/assembly_holder/HasProximity(atom/movable/AM)
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if(a_left)
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a_left.HasProximity(AM)
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if(a_right)
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a_right.HasProximity(AM)
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/obj/item/assembly_holder/Crossed(atom/movable/AM, oldloc)
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if(a_left)
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a_left.Crossed(AM, oldloc)
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if(a_right)
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a_right.Crossed(AM, oldloc)
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/obj/item/assembly_holder/on_found(mob/finder)
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if(a_left)
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a_left.on_found(finder)
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if(a_right)
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a_right.on_found(finder)
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/obj/item/assembly_holder/hear_talk(mob/living/M, list/message_pieces)
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if(a_left)
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a_left.hear_talk(M, message_pieces)
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if(a_right)
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a_right.hear_talk(M, message_pieces)
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/obj/item/assembly_holder/hear_message(mob/living/M, msg)
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if(a_left)
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a_left.hear_message(M, msg)
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if(a_right)
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a_right.hear_message(M, msg)
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/obj/item/assembly_holder/proc/process_movement() // infrared beams and prox sensors
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if(a_left && a_right)
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a_left.holder_movement()
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a_right.holder_movement()
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/obj/item/assembly_holder/Move()
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. = ..()
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process_movement()
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return
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/obj/item/assembly_holder/pickup()
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. = ..()
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process_movement()
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/obj/item/assembly_holder/Bump()
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..()
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process_movement()
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/obj/item/assembly_holder/throw_impact() // called when a throw stops
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..()
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process_movement()
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/obj/item/assembly_holder/attack_hand()//Perhapse this should be a holder_pickup proc instead, can add if needbe I guess
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if(a_left && a_right)
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a_left.holder_movement()
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a_right.holder_movement()
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..()
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return
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/obj/item/assembly_holder/screwdriver_act(mob/user, obj/item/I)
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if(!a_left || !a_right)
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to_chat(user, "<span class='warning'>BUG:Assembly part missing, please report this!</span>")
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return
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. = TRUE
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if(!I.use_tool(src, user, 0, volume = I.tool_volume))
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return
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a_left.toggle_secure()
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a_right.toggle_secure()
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secured = !secured
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if(secured)
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to_chat(user, "<span class='notice'>[src] is ready!</span>")
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else
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to_chat(user, "<span class='notice'>[src] can now be taken apart!</span>")
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update_icon()
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/obj/item/assembly_holder/attack_self(mob/user)
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add_fingerprint(user)
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if(secured)
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if(!a_left || !a_right)
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to_chat(user, "<span class='warning'>Assembly part missing!</span>")
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return
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if(istype(a_left, a_right.type))//If they are the same type it causes issues due to window code
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switch(alert("Which side would you like to use?",,"Left","Right"))
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if("Left")
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a_left.attack_self(user)
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if("Right")
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a_right.attack_self(user)
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return
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else
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a_left.attack_self(user)
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a_right.attack_self(user)
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else
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var/turf/T = get_turf(src)
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if(!T)
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return FALSE
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if(a_left)
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a_left.holder = null
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a_left.forceMove(T)
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if(a_right)
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a_right.holder = null
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a_right.forceMove(T)
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qdel(src)
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/obj/item/assembly_holder/process_activation(obj/D, normal = TRUE, special = TRUE)
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if(!D)
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return FALSE
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if(normal && a_right && a_left)
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if(a_right != D)
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a_right.pulsed(0)
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if(a_left && a_left != D) // the right pools might have sent us boom, so `a_left` can be null here
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a_left.pulsed(0)
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if(master)
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master.receive_signal()
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return TRUE
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