Files
Paradise/code/game/objects/devices/infra_sensor.dm
n3ophyt3@gmail.com 1aca6254d4 The great verb retabbening.
Assigned categories to assorted verbs that lacked them. Commands tab is now more or less gone. Instead, things are in "IC" for things like say, whisper, me, that are inherent to you, "OOC" for things like OOC chat, and "Objects" for verbs originating from the world around you. I suppose for those non-admins in the audience, you now also get an "Admin" tab, because I stuffed adminhelp and adminwho in there.

This change was only to verbs defined as verbs in the code, procs that are assigned to things as verbs are far more numerous and harder to isolate, but also mostly admin-related.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1234 316c924e-a436-60f5-8080-3fe189b3f50e
2011-03-22 21:29:42 +00:00

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/obj/item/device/infra_sensor/process()
if (src.passive)
for(var/obj/beam/i_beam/I in range(2, src.loc))
I.left = 2
return 1
else
processing_items.Remove(src)
return null
/obj/item/device/infra_sensor/proc/burst()
for(var/obj/beam/i_beam/I in range(src.loc))
I.left = 10
for(var/obj/item/device/infra/I in range(src.loc))
I.visible = 1
spawn( 0 )
if ((I && I.first))
I.first.vis_spread(1)
return
for(var/obj/item/assembly/rad_infra/I in range(src.loc))
I.part2.visible = 1
spawn( 0 )
if ((I.part2 && I.part2.first))
I.part2.first.vis_spread(1)
return
return
/obj/item/device/infra_sensor/attack_self(mob/user as mob)
user.machine = src
var/dat = text("<TT><B>Infrared Sensor</B><BR>\n<B>Passive Emitter</B>: []<BR>\n<B>Active Emitter</B>: <A href='?src=\ref[];active=0'>Burst Fire</A>\n</TT>", (src.passive ? text("<A href='?src=\ref[];passive=0'>On</A>", src) : text("<A href='?src=\ref[];passive=1'>Off</A>", src)), src)
user << browse(dat, "window=infra_sensor")
onclose(user, "infra_sensor")
return
/obj/item/device/infra_sensor/Topic(href, href_list)
..()
if (usr.stat || usr.restrained())
return
if ((usr.contents.Find(src) || (usr.contents.Find(src.master) || ((get_dist(src, usr) <= 1) && istype(src.loc, /turf)))))
usr.machine = src
if (href_list["passive"])
src.passive = !( src.passive )
if(passive)
processing_items.Add(src)
if (href_list["active"])
spawn( 0 )
src.burst()
return
if (!( src.master ))
if (istype(src.loc, /mob))
attack_self(src.loc)
else
for(var/mob/M in viewers(1, src))
if (M.client)
src.attack_self(M)
else
if (istype(src.master.loc, /mob))
src.attack_self(src.master.loc)
else
for(var/mob/M in viewers(1, src.master))
if (M.client)
src.attack_self(M)
src.add_fingerprint(usr)
else
usr << browse(null, "window=infra_sensor")
onclose(usr, "infra_sensor")
return
return
/obj/item/device/infra/proc/hit()
if (src.master)
spawn()
var/datum/signal/signal = new
signal.data["message"] = "ACTIVATE"
src.master.receive_signal(signal)
del(signal)
return
else
for(var/mob/O in hearers(null, null))
O.show_message(text("\icon[] *beep* *beep*", src), 3, "*beep* *beep*", 2)
return
/obj/item/device/infra/process()
if(!state)
processing_items.Remove(src)
return null
if ((!( src.first ) && (src.state && (istype(src.loc, /turf) || (src.master && istype(src.master.loc, /turf))))))
var/obj/beam/i_beam/I = new /obj/beam/i_beam( (src.master ? src.master.loc : src.loc) )
//world << "infra spawning beam : \ref[I]"
I.master = src
I.density = 1
I.dir = src.dir
step(I, I.dir)
if (I)
//world << "infra: beam at [I.x] [I.y] [I.z]"
I.density = 0
src.first = I
//world << "infra : vis_spread"
I.vis_spread(src.visible)
spawn( 0 )
if (I)
//world << "infra: setting limit"
I.limit = 20
//world << "infra: processing beam \ref[I]"
I.process()
return
if (!( src.state ))
//src.first = null
del(src.first)
return
/obj/item/device/infra/attackby(obj/item/device/radio/signaler/S as obj, mob/user as mob)
..()
if ((!( istype(S, /obj/item/device/radio/signaler) ) || !( S.b_stat )))
return
var/obj/item/assembly/rad_infra/R = new /obj/item/assembly/rad_infra( user )
S.loc = R
R.part1 = S
S.layer = initial(S.layer)
if (user.client)
user.client.screen -= S
if (user.r_hand == S)
user.u_equip(S)
user.r_hand = R
else
user.u_equip(S)
user.l_hand = R
S.master = R
src.master = R
src.layer = initial(src.layer)
user.u_equip(src)
if (user.client)
user.client.screen -= src
src.loc = R
R.part2 = src
R.layer = 20
R.loc = user
R.dir = src.dir
src.add_fingerprint(user)
return
/obj/item/device/infra/attack_self(mob/user as mob)
user.machine = src
var/dat = text("<TT><B>Infrared Laser</B>\n<B>Status</B>: []<BR>\n<B>Visibility</B>: []<BR>\n</TT>", (src.state ? text("<A href='?src=\ref[];state=0'>On</A>", src) : text("<A href='?src=\ref[];state=1'>Off</A>", src)), (src.visible ? text("<A href='?src=\ref[];visible=0'>Visible</A>", src) : text("<A href='?src=\ref[];visible=1'>Invisible</A>", src)))
user << browse(dat, "window=infra")
onclose(user, "infra")
return
/obj/item/device/infra/Topic(href, href_list)
..()
if (usr.stat || usr.restrained())
return
if ((usr.contents.Find(src) || usr.contents.Find(src.master) || in_range(src, usr) && istype(src.loc, /turf)))
usr.machine = src
if (href_list["state"])
src.state = !( src.state )
src.icon_state = text("infrared[]", src.state)
if (src.master)
src.master:c_state(src.state, src)
if(state)
processing_items.Add(src)
if (href_list["visible"])
src.visible = !( src.visible )
spawn( 0 )
if (src.first)
src.first.vis_spread(src.visible)
return
if (!( src.master ))
if (istype(src.loc, /mob))
attack_self(src.loc)
else
for(var/mob/M in viewers(1, src))
if (M.client)
src.attack_self(M)
//Foreach goto(211)
else
if (istype(src.master.loc, /mob))
src.attack_self(src.master.loc)
else
for(var/mob/M in viewers(1, src.master))
if (M.client)
src.attack_self(M)
//Foreach goto(287)
else
usr << browse(null, "window=infra")
onclose(usr, "infra")
return
return
/obj/item/device/infra/attack_paw(mob/user as mob)
return src.attack_hand(user)
/obj/item/device/infra/attack_hand()
//src.first = null
del(src.first)
..()
return
/obj/item/device/infra/Move()
var/t = src.dir
..()
src.dir = t
//src.first = null
del(src.first)
return
/obj/item/device/infra/verb/rotate()
set name = "Rotate Infrared Laser"
set category = "Object"
set src in usr
src.dir = turn(src.dir, 90)
return