mirror of
https://github.com/ParadiseSS13/Paradise.git
synced 2026-01-04 06:31:47 +00:00
- 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. Revision: r3741 Author: johnsonmt88
325 lines
9.8 KiB
Plaintext
325 lines
9.8 KiB
Plaintext
obj/structure/door_assembly
|
|
icon = 'door_assembly.dmi'
|
|
|
|
name = "Airlock Assembly"
|
|
icon_state = "door_as0"
|
|
anchored = 0
|
|
density = 1
|
|
var/state = 0
|
|
var/glass = 0
|
|
var/base_icon_state
|
|
var/obj/item/weapon/airlock_electronics/electronics = null
|
|
var/airlock_type = /obj/machinery/door/airlock //the type path of the airlock once completed
|
|
var/glass_type = /obj/machinery/door/airlock/glass //the type path of the airlock if changed into a glass airlock
|
|
var/glass_base_icon_state = "door_as_g"
|
|
New()
|
|
base_icon_state = copytext(icon_state,1,lentext(icon_state))
|
|
|
|
door_assembly_0
|
|
name = "Airlock Assembly"
|
|
icon_state = "door_as1"
|
|
airlock_type = /obj/machinery/door/airlock
|
|
anchored = 1
|
|
density = 1
|
|
state = 1
|
|
glass = 0
|
|
|
|
door_assembly_com
|
|
name = "Command Airlock Assembly"
|
|
icon_state = "door_as_com1"
|
|
glass_base_icon_state = "door_as_gcom"
|
|
glass_type = /obj/machinery/door/airlock/glass/glass_command
|
|
airlock_type = /obj/machinery/door/airlock/command
|
|
anchored = 1
|
|
density = 1
|
|
state = 1
|
|
glass = 0
|
|
|
|
glass
|
|
glass = 1
|
|
icon_state = "door_as_gcom1"
|
|
|
|
door_assembly_sec
|
|
name = "Security Airlock Assembly"
|
|
icon_state = "door_as_sec1"
|
|
glass_base_icon_state = "door_as_gsec"
|
|
glass_type = /obj/machinery/door/airlock/glass/glass_security
|
|
airlock_type = /obj/machinery/door/airlock/security
|
|
anchored = 1
|
|
density = 1
|
|
state = 1
|
|
glass = 0
|
|
|
|
glass
|
|
glass = 1
|
|
icon_state = "door_as_gsec1"
|
|
|
|
door_assembly_eng
|
|
name = "Engineering Airlock Assembly"
|
|
icon_state = "door_as_eng1"
|
|
glass_base_icon_state = "door_as_geng"
|
|
glass_type = /obj/machinery/door/airlock/glass/glass_engineering
|
|
airlock_type = /obj/machinery/door/airlock/engineering
|
|
anchored = 1
|
|
density = 1
|
|
state = 1
|
|
glass = 0
|
|
|
|
glass
|
|
glass = 1
|
|
icon_state = "door_as_geng1"
|
|
|
|
door_assembly_min
|
|
name = "Mining Airlock Assembly"
|
|
icon_state = "door_as_min1"
|
|
glass_base_icon_state = "door_as_gmin"
|
|
glass_type = /obj/machinery/door/airlock/glass/glass_mining
|
|
airlock_type = /obj/machinery/door/airlock/mining
|
|
anchored = 1
|
|
density = 1
|
|
state = 1
|
|
glass = 0
|
|
|
|
glass
|
|
glass = 1
|
|
icon_state = "door_as_gmin1"
|
|
|
|
door_assembly_atmo
|
|
name = "Atmospherics Airlock Assembly"
|
|
icon_state = "door_as_atmo1"
|
|
glass_base_icon_state = "door_as_gatmo"
|
|
glass_type = /obj/machinery/door/airlock/glass/glass_atmos
|
|
airlock_type = /obj/machinery/door/airlock/atmos
|
|
anchored = 1
|
|
density = 1
|
|
state = 1
|
|
glass = 0
|
|
|
|
glass
|
|
glass = 1
|
|
icon_state = "door_as_gatmo1"
|
|
|
|
door_assembly_research
|
|
name = "Research Airlock Assembly"
|
|
icon_state = "door_as_res1"
|
|
glass_base_icon_state = "door_as_gres"
|
|
glass_type = /obj/machinery/door/airlock/glass/glass_research
|
|
airlock_type = /obj/machinery/door/airlock/research
|
|
anchored = 1
|
|
density = 1
|
|
state = 1
|
|
glass = 0
|
|
|
|
glass
|
|
glass = 1
|
|
icon_state = "door_as_gres1"
|
|
|
|
door_assembly_med
|
|
name = "Medical Airlock Assembly"
|
|
icon_state = "door_as_med1"
|
|
glass_base_icon_state = "door_as_gmed"
|
|
glass_type = /obj/machinery/door/airlock/glass/glass_medical
|
|
airlock_type = /obj/machinery/door/airlock/medical
|
|
anchored = 1
|
|
density = 1
|
|
state = 1
|
|
glass = 0
|
|
|
|
glass
|
|
glass = 1
|
|
icon_state = "door_as_gmed1"
|
|
|
|
door_assembly_mai
|
|
name = "Maintenance Airlock Assembly"
|
|
icon_state = "door_as_mai1"
|
|
glass_type = null
|
|
airlock_type = /obj/machinery/door/airlock/maintenance
|
|
anchored = 1
|
|
density = 1
|
|
state = 1
|
|
glass = 0
|
|
|
|
door_assembly_ext
|
|
name = "External Airlock Assembly"
|
|
icon_state = "door_as_ext1"
|
|
glass_type = null
|
|
airlock_type = /obj/machinery/door/airlock/external
|
|
anchored = 1
|
|
density = 1
|
|
state = 1
|
|
glass = 0
|
|
|
|
door_assembly_fre
|
|
name = "Freezer Airlock Assembly"
|
|
icon_state = "door_as_fre1"
|
|
glass_type = null
|
|
airlock_type = /obj/machinery/door/airlock/freezer
|
|
anchored = 1
|
|
density = 1
|
|
state = 1
|
|
glass = 0
|
|
|
|
door_assembly_mhatch
|
|
name = "Airtight Maintenance Hatch Assembly"
|
|
icon_state = "door_as_mhatch1"
|
|
glass_type = null
|
|
airlock_type = /obj/machinery/door/airlock/maintenance_hatch
|
|
anchored = 1
|
|
density = 1
|
|
state = 1
|
|
glass = 0
|
|
|
|
door_assembly_g
|
|
name = "Glass Airlock Assembly"
|
|
icon_state = "door_as_g1"
|
|
airlock_type = /obj/machinery/door/airlock/glass
|
|
anchored = 1
|
|
density = 1
|
|
state = 1
|
|
glass = 1
|
|
|
|
/obj/structure/door_assembly/attackby(obj/item/W as obj, mob/user as mob)
|
|
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 || !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)
|
|
else
|
|
user << "\blue You need more welding fuel to dissassemble the airlock assembly."
|
|
return
|
|
|
|
else if(istype(W, /obj/item/weapon/wrench) && !anchored )
|
|
playsound(src.loc, 'Ratchet.ogg', 100, 1)
|
|
user.visible_message("[user] secures the airlock assembly to the floor.", "You start to secure the airlock assembly to the floor.")
|
|
|
|
if(do_after(user, 40))
|
|
if(!src) return
|
|
user << "\blue You secured the airlock assembly!"
|
|
src.name = "Secured Airlock Assembly"
|
|
src.anchored = 1
|
|
|
|
else if(istype(W, /obj/item/weapon/wrench) && anchored )
|
|
playsound(src.loc, 'Ratchet.ogg', 100, 1)
|
|
user.visible_message("[user] unsecures the airlock assembly from the floor.", "You start to unsecure the airlock assembly from the floor.")
|
|
if(do_after(user, 40))
|
|
if(!src) return
|
|
user << "\blue You unsecured the airlock assembly!"
|
|
src.name = "Airlock Assembly"
|
|
src.anchored = 0
|
|
|
|
else if(istype(W, /obj/item/weapon/cable_coil) && state == 0 && anchored )
|
|
var/obj/item/weapon/cable_coil/coil = W
|
|
user.visible_message("[user] wires the airlock assembly.", "You start to wire the airlock assembly.")
|
|
if(do_after(user, 40))
|
|
if(!src) return
|
|
coil.use(1)
|
|
src.state = 1
|
|
user << "\blue You wire the Airlock!"
|
|
src.name = "Wired Airlock Assembly"
|
|
|
|
else if(istype(W, /obj/item/weapon/wirecutters) && state == 1 )
|
|
playsound(src.loc, 'Wirecutter.ogg', 100, 1)
|
|
user.visible_message("[user] cuts the wires from the airlock assembly.", "You start to cut the wires from airlock assembly.")
|
|
|
|
if(do_after(user, 40))
|
|
if(!src) return
|
|
user << "\blue You cut the airlock wires.!"
|
|
new/obj/item/weapon/cable_coil(get_turf(user), 1)
|
|
src.state = 0
|
|
src.name = "Secured Airlock Assembly"
|
|
|
|
else if(istype(W, /obj/item/weapon/airlock_electronics) && state == 1 )
|
|
playsound(src.loc, 'Screwdriver.ogg', 100, 1)
|
|
user.visible_message("[user] installs the electronics into the airlock assembly.", "You start to install electronics into the airlock assembly.")
|
|
user.drop_item()
|
|
W.loc = src
|
|
|
|
if(do_after(user, 40))
|
|
if(!src) return
|
|
user << "\blue You installed the airlock electronics!"
|
|
|
|
var/obj/item/weapon/airlock_electronics/E = W
|
|
var/obj/structure/door_assembly/D = new E.style(loc)
|
|
D.state = 2
|
|
D.glass = glass
|
|
if(glass)
|
|
// just in case user is setting a glass door to a type that doesn't have a glass version
|
|
if(ispath(D.glass_type))
|
|
D.icon_state = "[D.glass_base_icon_state]2"
|
|
else
|
|
D.icon_state = "[D.base_icon_state]2"
|
|
// type doesn't support glass, drop it
|
|
D.glass = 0
|
|
new/obj/item/stack/sheet/rglass(get_turf(src))
|
|
D.name = "Near finished Airlock Assembly"
|
|
E.loc = D
|
|
D.electronics = W
|
|
del(src)
|
|
else
|
|
W.loc = src.loc
|
|
|
|
//del(W)
|
|
|
|
else if(istype(W, /obj/item/weapon/crowbar) && state == 2 )
|
|
playsound(src.loc, 'Crowbar.ogg', 100, 1)
|
|
user.visible_message("[user] removes the electronics from the airlock assembly.", "You start to install electronics into the airlock assembly.")
|
|
|
|
if(do_after(user, 40))
|
|
if(!src) return
|
|
user << "\blue You removed the airlock electronics!"
|
|
src.state = 1
|
|
src.name = "Wired Airlock Assembly"
|
|
var/obj/item/weapon/airlock_electronics/ae
|
|
if (!electronics)
|
|
ae = new/obj/item/weapon/airlock_electronics( src.loc )
|
|
else
|
|
ae = electronics
|
|
electronics = null
|
|
ae.loc = src.loc
|
|
|
|
else if(istype(W, /obj/item/stack/sheet/rglass) && glass == 0 && ispath(glass_type))
|
|
playsound(src.loc, 'Crowbar.ogg', 100, 1)
|
|
user.visible_message("[user] adds reinforced glass windows to the airlock assembly.", "You start to install reinforced glass windows into the airlock assembly.")
|
|
var/obj/item/stack/sheet/rglass/G = W
|
|
if(do_after(user, 40))
|
|
if(G)
|
|
if(G.amount>=1)
|
|
user << "\blue You installed glass windows the airlock assembly!"
|
|
G.use(1)
|
|
src.glass = 1
|
|
src.name = "Near finished Window Airlock Assembly"
|
|
src.airlock_type = glass_type
|
|
else if(istype(W, /obj/item/weapon/screwdriver) && state == 2 )
|
|
playsound(src.loc, 'Screwdriver.ogg', 100, 1)
|
|
user << "\blue Now finishing the airlock."
|
|
|
|
if(do_after(user, 40))
|
|
if(!src) return
|
|
user << "\blue You finish the airlock!"
|
|
var/obj/machinery/door/airlock/door
|
|
if(glass)
|
|
door = new src.glass_type( src.loc )
|
|
else
|
|
door = new src.airlock_type( src.loc )
|
|
//door.req_access = src.req_access
|
|
door.electronics = src.electronics
|
|
door.req_access = src.electronics.conf_access
|
|
src.electronics.loc = door
|
|
del(src)
|
|
else
|
|
..()
|
|
if(glass)
|
|
icon_state = "[glass_base_icon_state][state]"
|
|
else
|
|
icon_state = "[base_icon_state][state]"
|
|
//This updates the icon_state. They are named as "door_as1_eng" where the 1 in that example
|
|
//represents what state it's in. So the most generic algorithm for the correct updating of
|
|
//this is simply to change the number. |