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the little construction pr (#9002)
* the little construction pr * construction-related bugfixes (teal carpet corners, arcade construction, airlock screwdriver panel) * Update code/game/objects/items/stacks/tiles/tile_types.dm Co-authored-by: Atermonera <atermonera@gmail.com> * mmmm sweet sweet updates * actually compiles --------- Co-authored-by: Atermonera <atermonera@gmail.com>
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@@ -71,9 +71,12 @@
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return
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if (istype(C, /obj/item/stack/rods))
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var/obj/item/stack/rods/R = C
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if(R.use(2))
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if(R.get_amount() < 2)
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to_chat(user, "<span class='notice'>You need at least two rods to form a catwalk here.</span>")
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else
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to_chat(user, "<span class='notice'>You start connecting \the [R.name] to \the [src.name] ...</span>")
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if(do_after(user, 5 SECONDS))
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R.use(2) //2023-02-27 bugfix to prevent rods being used without catwalk creation
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src.alpha = 0 // Note: I don't know why this is set, Eris did it, just trusting for now. ~Leshana
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new /obj/structure/catwalk(src.loc)
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qdel(src)
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@@ -611,13 +611,15 @@
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if(istype(MT.connectable, /obj/machinery/button/windowtint))
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var/obj/machinery/button/windowtint/buffered_button = MT.connectable
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src.id = buffered_button.id
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to_chat(user, "<span class='notice'>\The [src] is linked to \the [buffered_button].</span>")
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to_chat(user, "<span class='notice'>\The [src] is linked to \the [buffered_button] with ID '[id]'.</span>")
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return TRUE
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// Otherwise fall back to asking them
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var/t = sanitizeSafe(input(user, "Enter the ID for the window.", src.name, null), MAX_NAME_LEN)
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if (!t && user.get_active_hand() != W && in_range(src, user))
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// Otherwise fall back to asking them... and remind them what the current ID is.
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if(id)
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to_chat(user, "The window's current ID is [id].")
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var/t = sanitizeSafe(input(user, "Enter the new ID for the window.", src.name, null), MAX_NAME_LEN)
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if(t && in_range(src, user))
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src.id = t
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to_chat(user, "<span class='notice'>The new ID of \the [src] is [id]</span>")
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to_chat(user, "<span class='notice'>The new ID of \the [src] is '[id]'.</span>")
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return TRUE
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. = ..()
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@@ -637,6 +639,7 @@
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icon_state = "light0"
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desc = "A remote control switch for polarized windows."
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var/range = 7
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circuit = /obj/item/circuitboard/electrochromic
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/obj/machinery/button/windowtint/attack_hand(mob/user as mob)
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if(..())
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@@ -665,17 +668,21 @@
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icon_state = "light[active]"
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/obj/machinery/button/windowtint/attackby(obj/item/W as obj, mob/user as mob)
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if(istype(W, /obj/item/multitool))
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if(default_deconstruction_screwdriver(user, W))
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return
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else if(alarm_deconstruction_wirecutters(user, W))
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return
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else if(istype(W, /obj/item/multitool))
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var/obj/item/multitool/MT = W
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if(!id)
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// If no ID is set yet (newly built button?) let them select an ID for first-time use!
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var/t = sanitizeSafe(input(user, "Enter an ID for \the [src].", src.name, null), MAX_NAME_LEN)
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if (t && user.get_active_hand() != W && in_range(src, user))
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if(t && in_range(src, user))
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src.id = t
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to_chat(user, "<span class='notice'>The new ID of \the [src] is [id]</span>")
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to_chat(user, "<span class='notice'>The new ID of \the [src] is '[id]'. To reset this, rebuild the control.</span>")
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if(id)
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// It already has an ID (or they just set one), buffer it for copying to windows.
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to_chat(user, "<span class='notice'>You store \the [src] in \the [MT]'s buffer!</span>")
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to_chat(user, "<span class='notice'>You store \the [src] ID ('[id]') in \the [MT]'s buffer!</span>")
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MT.connectable = src
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MT.update_icon()
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return TRUE
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