Dang, I forgot to include a .dm file. Whooops!

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1747 316c924e-a436-60f5-8080-3fe189b3f50e
This commit is contained in:
vageyenaman@gmail.com
2011-07-01 04:52:09 +00:00
parent 1f21128ef0
commit d45d37e8d2
2 changed files with 848 additions and 1 deletions

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/*
Portable Turrets:
Constructed from metal, a gun of choice, and a prox sensor.
Gun can be a taser or laser or energy gun.
This code is slightly more documented than normal, as requested by XSI on IRC.
*/
/obj/machinery/porta_turret
name = "turret"
icon = 'turrets.dmi'
icon_state = "grey_target_prism"
anchored = 1
layer = 3
invisibility = 2 // the turret is invisible if it's inside its cover
density = 1
use_power = 1 // this turret uses and requires power
idle_power_usage = 50 // when inactive, this turret takes up constant 50 Equipment power
active_power_usage = 300// when active, this turret takes up constant 300 Equipment power
req_access = list(access_security)
power_channel = EQUIP // drains power from the EQUIPMENT channel
var/raised = 0 // if the turret cover is "open" and the turret is raised
var/raising= 0 // if the turret is currently opening or closing its cover
var/health = 60 // the turret's health. can withstand health/10 laser shots
var/locked = 1 // if the turret's behaviour control access is locked
var/installation // the type of weapon installed
var/gun_charge = 0 // the charge of the gun inserted
var/obj/machinery/porta_turret_cover/cover = null // the cover that is covering this turret
var/last_fired = 0 // 1: if the turret is cooling down from a shot, 0: turret is ready to fire
var/shot_delay = 15 // 1.5 seconds between each shot
var/check_records = 1 // checks if it can use the security records
var/criminals = 1 // checks if it can shoot people on arrest
var/auth_weapons = 0 // checks if it can shoot people that have a weapon they aren't authorized to have
var/stun_all = 0 // if this is active, the turret shoots everything that isn't security or head of staff
var/check_anomalies = 1 // checks if it can shoot at unidentified lifeforms (ie xenos)
var/attacked = 0 // if set to 1, the turret gets pissed off and shoots at people nearby (unless they have sec access!)
var/emagged = 0 // 1: emagged, 0: not emagged
var/on = 1 // determines if the turret is on
var/datum/effects/system/spark_spread/spark_system // the spark system, used for generating... sparks?
New()
..()
// Sets up a spark system
spark_system = new /datum/effects/system/spark_spread
spark_system.set_up(5, 0, src)
spark_system.attach(src)
Del()
// deletes its own cover with it
del(cover)
..()
/obj/machinery/porta_turret/attack_ai(mob/user as mob)
return attack_hand(user)
/obj/machinery/porta_turret/attack_hand(mob/user as mob)
. = ..()
if (.)
return
var/dat
// The browse() text, similar to ED-209s and beepskies.
dat += text({"
<TT><B>Automatic Portable Turret Installation</B></TT><BR><BR>
Status: []<BR>
Behaviour controls are [src.locked ? "locked" : "unlocked"]"},
"<A href='?src=\ref[src];power=1'>[src.on ? "On" : "Off"]</A>" )
if(!src.locked)
dat += text({"<BR>
Check for Weapon Authorization: []<BR>
Check Security Records: []<BR>
Neutralize Identified Criminals: []<BR>
Neutralize All Non-Security and Non-Command Personnel: []<BR>
Neutralize All Unidentified Life Signs: []<BR>"},
"<A href='?src=\ref[src];operation=authweapon'>[src.auth_weapons ? "Yes" : "No"]</A>",
"<A href='?src=\ref[src];operation=checkrecords'>[src.check_records ? "Yes" : "No"]</A>",
"<A href='?src=\ref[src];operation=shootcrooks'>[src.criminals ? "Yes" : "No"]</A>",
"<A href='?src=\ref[src];operation=shootall'>[stun_all ? "Yes" : "No"]</A>",
"<A href='?src=\ref[src];operation=checkxenos'>[check_anomalies ? "Yes" : "No"]</A>" )
user << browse("<HEAD><TITLE>Automatic Portable Turret Installation</TITLE></HEAD>[dat]", "window=autosec")
onclose(user, "autosec")
return
/obj/machinery/porta_turret/Topic(href, href_list)
if (..())
return
usr.machine = src
src.add_fingerprint(usr)
if ((href_list["power"]) && (src.allowed(usr)))
if(anchored) // you can't turn a turret on/off if it's not anchored/secured
on = !on // toggle on/off
else
usr << "\red It has to be secured first!"
updateUsrDialog()
return
switch(href_list["operation"])
// toggles customizable behavioural protocols
if ("authweapon")
src.auth_weapons = !src.auth_weapons
if ("checkrecords")
src.check_records = !src.check_records
if ("shootcrooks")
src.criminals = !src.criminals
if("shootall")
stun_all = !stun_all
updateUsrDialog()
/obj/machinery/porta_turret/power_change()
if(!anchored)
icon_state = "turretCover"
return
if(stat & BROKEN)
icon_state = "destroyed_target_prism"
else
if( powered() )
if (on)
if (installation == /obj/item/weapon/gun/energy/laser || installation == /obj/item/weapon/gun/energy/pulse_rifle)
// laser guns and pulse rifles have an orange icon
icon_state = "orange_target_prism"
else
// anything else has a blue icon
icon_state = "target_prism"
else
icon_state = "grey_target_prism"
stat &= ~NOPOWER
else
spawn(rand(0, 15))
src.icon_state = "grey_target_prism"
stat |= NOPOWER
/obj/machinery/porta_turret/attackby(obj/item/W as obj, mob/user as mob)
if(stat & BROKEN)
if(istype(W, /obj/item/weapon/crowbar))
// If the turret is destroyed, you can remove it with a crowbar to
// try and salvage its components
user << "You begin prying the metal coverings off."
sleep(20)
if(prob(70))
user << "You remove the turret and salvage some components."
if(installation)
var/obj/item/weapon/gun/energy/Gun = new installation(src.loc)
Gun.power_supply.charge=gun_charge
Gun.update_icon()
if(prob(50)) new /obj/item/stack/sheet/metal( loc, rand(1,4))
if(prob(50)) new /obj/item/device/prox_sensor(locate(x,y,z))
else
user << "You remove the turret but did not manage to salvage anything."
del(src)
if ((istype(W, /obj/item/weapon/card/emag)) && (!src.emagged))
// Emagging the turret makes it go bonkers and stun everyone. It also makes
// the turret shoot much, much faster.
user << "\red You short out [src]'s threat assessment circuits."
spawn(0)
for(var/mob/O in hearers(src, null))
O.show_message("\red [src] hums oddly...", 1)
emagged = 1
src.on = 0 // turns off the turret temporarily
sleep(60) // 6 seconds for the traitor to gtfo of the area before the turret decides to ruin his shit
on = 1 // turns it back on. The cover popUp() popDown() are automatically called in process(), no need to define it here
else if((istype(W, /obj/item/weapon/wrench)) && (!on))
if(raised) return
// This code handles moving the turret around. After all, it's a portable turret!
if(!anchored)
anchored = 1
invisibility = 2
icon_state = "grey_target_prism"
user << "You secure the exterior bolts on the turret."
cover=new/obj/machinery/porta_turret_cover(src.loc) // create a new turret. While this is handled in process(), this is to workaround a bug where the turret becomes invisible for a split second
cover.Parent_Turret = src // make the cover's parent src
else
anchored = 0
user << "You unsecure the exterior bolts on the turret."
icon_state = "turretCover"
invisibility = 0
del(cover) // deletes the cover, and the turret instance itself becomes its own cover.
else if (istype(W, /obj/item/weapon/card/id)||istype(W, /obj/item/device/pda))
// Behavior lock/unlock mangement
if (allowed(user))
locked = !src.locked
user << "Controls are now [locked ? "locked." : "unlocked."]"
else
user << "\red Access denied."
else
// if the turret was attacked with the intention of harming it:
src.health -= W.force * 0.5
if (src.health <= 0)
src.die()
if ((W.force * 0.5) > 1) // if the force of impact dealt at least 1 damage, the turret gets pissed off
if(!attacked && !emagged)
attacked = 1
spawn()
sleep(60)
attacked = 0
..()
/obj/machinery/porta_turret/bullet_act(flag)
if(on)
if(!attacked && !emagged)
attacked = 1
spawn()
sleep(60)
attacked = 0
// handles how much damage each type of projectile deals
if (flag == PROJECTILE_BULLET)
src.health -= 5
else if (flag == PROJECTILE_TASER)
src.health -= 1
else if(flag == PROJECTILE_PULSE)
if(prob(25)) src.spark_system.start() // creates some sparks
src.health -= 30
else if(flag == PROJECTILE_LASER)
if(prob(25)) src.spark_system.start()
src.health -= 10
else
src.health -= 2
if (src.health <= 0)
src.die() // the death process :(
return
/obj/machinery/porta_turret/emp_act(severity)
if(on)
// if the turret is on, the EMP no matter how severe disables the turret for a while
// and scrambles its settings, with a slight chance of having an emag effect
check_records=pick(0,1)
criminals=pick(0,1)
auth_weapons=pick(0,1)
stun_all=pick(0,0,0,0,1) // stun_all is a pretty big deal, so it's least likely to get turned on
if(prob(5)) emagged=1
on=0
sleep(rand(60,600))
if(!on)
on=1
..()
/obj/machinery/porta_turret/ex_act(severity)
if(severity >= 3) // turret dies if an explosion touches it!
del(src)
else
src.die()
/obj/machinery/porta_turret/proc/die() // called when the turret dies, ie, health <= 0
src.health = 0
src.density = 0
src.stat |= BROKEN // enables the BROKEN bit
src.icon_state = "destroyed_target_prism"
invisibility=0
src.spark_system.start() // creates some sparks because they look cool
src.density=1
del(cover) // deletes the cover - no need on keeping it there!
/obj/machinery/porta_turret/process()
// the main machinery process
set background = 1
if(src.cover==null && anchored) // if it has no cover and is anchored
if (stat & BROKEN) // if the turret is borked
del(cover) // delete its cover, assuming it has one. Workaround for a pesky little bug
else
src.cover = new /obj/machinery/porta_turret_cover(src.loc) // if the turret has no cover and is anchored, give it a cover
src.cover.Parent_Turret = src // assign the cover its Parent_Turret, which would be this (src)
if(stat & (NOPOWER|BROKEN))
// if the turret has no power or is broken, make the turret pop down if it hasn't already
popDown()
return
if(!on)
// if the turret is off, make it pop down
popDown()
return
var/list/targets = list() // list of primary targets
var/list/secondarytargets = list() // targets that are least important
if(src.check_anomalies) // if its set to check for xenos/carps, check for non-mob "livestock"
for (var/obj/livestock/L in view(12,src))
if(istype(L, /obj/livestock/spesscarp)) // git dose fukken space carps
if(L.alive)
targets += L
for (var/mob/living/carbon/C in view(12,src)) // loops through all living carbon-based lifeforms in view(12)
if(istype(C, /mob/living/carbon/alien) && src.check_anomalies) // git those fukken xenos
if(!C.stat) // if it's dead/dying, there's no need to keep shooting at it.
targets += C
else
if(emagged) // if emagged, HOLY SHIT EVERYONE IS DANGEROUS beep boop beep
targets += C
else
if((stun_all && !src.allowed(C)) || attacked && !src.allowed(C))
// if the turret has been attacked or is angry, target all non-sec people
targets += C
else
if (C.stat || C.handcuffed) // if the perp is handcuffed or dead/dying, no need to bother really
continue // move onto next potential victim!
if (C.lying) // if the perp is lying down, it's still a target but a less-important target
secondarytargets += C
if (istype(C, /mob/living/carbon/human)) // if the target is a human, analyze threat level
if(src.assess_perp(C)<4)
continue // if threat level < 4, keep going
else if ((istype(C, /mob/living/carbon/monkey)) && (C.client) && (ticker.mode.name == "monkey"))
continue // WHY WOULD YOU TARGET MONKIES???? Skip all monkies, jesus, don't waste your time bro
var/dst = get_dist(src, C) // if it's too far away, why bother?
if (dst > 12)
continue
targets += C // if the perp has passed all previous tests, congrats, it is now a "shoot-me!" nominee
if (targets.len>0) // if there are targets to shoot
var/atom/t = pick(targets) // pick a perp from the list of targets. Targets go first because they are the most important
if (istype(t, /mob/living)) // if a mob
var/mob/living/M = t // simple typecasting
if (M.stat!=2) // if the target is not dead
popUp() // pop the turret up if it's not already up.
dir=get_dir(src,M) // even if you can't shoot, follow the target
shootAt(M) // shoot the target, finally
else
if (istype(t, /obj/livestock)) // shoot other things, same process as above
var/obj/livestock/L = t
if (L.alive==1)
popUp()
dir=get_dir(src,L)
shootAt(L)
else
if(secondarytargets.len>0) // if there are no primary targets, go for secondary targets
var/mob/t = pick(secondarytargets)
if (istype(t, /mob/living))
if (t.stat!=2)
popUp()
dir=get_dir(src,t)
shootAt(t)
else
popDown()
/obj/machinery/porta_turret/proc
popUp() // pops the turret up
if(raising || raised) return
if(stat & BROKEN) return
invisibility=0
raising=1
flick("popup",cover)
sleep(5)
sleep(5)
raising=0
cover.icon_state="openTurretCover"
raised=1
layer=4
popDown() // pops the turret down
if(raising || !raised) return
if(stat & BROKEN) return
raising=1
flick("popdown",cover)
sleep(10)
raising=0
cover.icon_state="turretCover"
raised=0
invisibility=2
icon_state="grey_target_prism"
layer=3
/obj/machinery/porta_turret/proc/assess_perp(mob/living/carbon/human/perp as mob)
var/threatcount = 0 // the integer returned
if(src.emagged) return 10 // if emagged, always return 10.
if(auth_weapons) // check for weapon authorization
if((isnull(perp:wear_id)) || (istype(perp:wear_id, /obj/item/weapon/card/id/syndicate)))
if(src.allowed(perp)) // if the perp has security access, return 0
return 0
if((istype(perp.l_hand, /obj/item/weapon/gun) && !istype(perp.l_hand, /obj/item/weapon/gun/projectile/shotgun)) || istype(perp.l_hand, /obj/item/weapon/melee/baton))
threatcount += 4
if((istype(perp.r_hand, /obj/item/weapon/gun) && !istype(perp.r_hand, /obj/item/weapon/gun/projectile/shotgun)) || istype(perp.r_hand, /obj/item/weapon/melee/baton))
threatcount += 4
if(istype(perp:belt, /obj/item/weapon/gun) || istype(perp:belt, /obj/item/weapon/melee/baton))
threatcount += 2
if (src.check_records) // if the turret can check the records, check if they are set to *Arrest* on records
for (var/datum/data/record/E in data_core.general)
var/perpname = perp.name
if (perp:wear_id)
var/obj/item/weapon/card/id/id = perp:wear_id
if(istype(perp:wear_id, /obj/item/device/pda))
var/obj/item/device/pda/pda = perp:wear_id
id = pda.id
if (id)
perpname = id.registered
else
var/obj/item/device/pda/pda = perp:wear_id
perpname = pda.owner
if (E.fields["name"] == perpname)
for (var/datum/data/record/R in data_core.security)
if ((R.fields["id"] == E.fields["id"]) && (R.fields["criminal"] == "*Arrest*"))
threatcount = 4
break
return threatcount
/obj/machinery/porta_turret/proc/shootAt(var/atom/movable/target) // shoots at a target
if(!emagged) // if it hasn't been emagged, it has to obey a cooldown rate
if(last_fired || !raised) return // prevents rapid-fire shooting, unless it's been emagged
last_fired = 1
spawn()
sleep(shot_delay)
last_fired = 0
var/turf/T = get_turf(src)
var/turf/U = get_turf(target)
if (!istype(T) || !istype(U))
return
// any emagged turrets will shoot extremely fast! This not only is deadly, but drains a lot power!
var/obj/item/projectile/A
if(!installation) // if for some reason the turret has no gun (ie, admin spawned) it resorts to basic taser shots
A = new /obj/item/projectile/electrode( loc )
use_power(200)
playsound(src.loc, 'Taser.ogg', 75, 1)
else
// Shooting Code:
var/obj/item/weapon/gun/energy/E=new installation
playsound(src.loc, E.fire_sound, 75, 1)
// All energy-based weapons are applicable
if (istype(E, /obj/item/weapon/gun/energy/laser))
A = new /obj/item/projectile/beam( loc )
icon_state = "orange_target_prism"
use_power(500)
else if(istype(E, /obj/item/weapon/gun/energy/pulse_rifle))
A = new /obj/item/projectile/beam/pulse( loc )
icon_state = "orange_target_prism"
use_power(700)
else if(istype(E, /obj/item/weapon/gun/energy/taser))
A = new /obj/item/projectile/electrode( loc )
icon_state = "target_prism"
use_power(200)
else // Energy gun shots
if(!emagged) // if it hasn't been emagged, it uses normal taser shots
A = new /obj/item/projectile/electrode( loc )
icon_state = "target_prism"
use_power(200)
else // if it has been emagged, use laser shots
A = new /obj/item/projectile/beam( loc )
icon_state = "orange_target_prism"
use_power(500)
del(E)
A.current = T
A.yo = U.y - T.y
A.xo = U.x - T.x
spawn( 0 )
A.process()
return
/*
Portable turret constructions
Known as "turret frame"s
*/
/obj/machinery/porta_turret_construct
name = "turret frame"
icon = 'turrets.dmi'
icon_state = "turret_frame"
density=1
var/build_step = 0 // the current step in the building process
var/finish_name="turret" // the name applied to the product turret
var/installation = null // the gun type installed
var/gun_charge = 0 // the gun charge of the gun type installed
/obj/machinery/porta_turret_construct/attackby(obj/item/W as obj, mob/user as mob)
// this is a bit unweildy but self-explanitory
switch(build_step)
if(0) // first step
if(istype(W, /obj/item/weapon/wrench) && !anchored)
playsound(src.loc, 'Ratchet.ogg', 100, 1)
user << "\blue You secure the external bolts."
anchored = 1
build_step = 1
return
else if(istype(W, /obj/item/weapon/crowbar) && !anchored)
playsound(src.loc, 'Crowbar.ogg', 75, 1)
user << "You dismantle the turret construction."
new /obj/item/stack/sheet/metal( loc, 5)
del(src)
return
if(1)
if(istype(W, /obj/item/stack/sheet/metal))
if(W:amount>=2) // requires 2 metal sheets
user << "\blue You add some metal armor to the interior frame."
build_step = 2
W:amount -= 2
icon_state = "turret_frame2"
if(W:amount <= 0)
del(W)
return
else if(istype(W, /obj/item/weapon/wrench))
playsound(src.loc, 'Ratchet.ogg', 75, 1)
user << "You unfasten the external bolts."
anchored = 0
build_step = 0
return
if(2)
if(istype(W, /obj/item/weapon/wrench))
playsound(src.loc, 'Ratchet.ogg', 100, 1)
user << "\blue You bolt the metal armor into place."
build_step = 3
return
else if(istype(W, /obj/item/weapon/weldingtool))
if (W:remove_fuel(5,user)) // uses up 5 fuel.
playsound(src.loc, pick('Welder.ogg', 'Welder2.ogg'), 50, 1)
if(do_after(user, 20))
build_step = 1
user << "You remove the turret's interior metal armor."
new /obj/item/stack/sheet/metal( loc, 2)
return
if(3)
if(istype(W, /obj/item/weapon/gun/energy)) // the gun installation part
var/obj/item/weapon/gun/energy/E = W // typecasts the item to an energy gun
installation = W.type // installation becomes W.type
gun_charge = E.power_supply.charge // the gun's charge is stored in src.gun_charge
user << "\blue You add \the [W] to the turret."
build_step = 4
del(W) // delete the gun :(
return
else if(istype(W, /obj/item/weapon/wrench))
playsound(src.loc, 'Ratchet.ogg', 100, 1)
user << "You remove the turret's metal armor bolts."
build_step = 2
return
if(4)
if(istype(W, /obj/item/device/prox_sensor))
build_step = 5
user << "\blue You add prox sensor to the turret."
del(W)
return
// attack_hand() removes the gun
if(5)
if(istype(W, /obj/item/weapon/screwdriver))
playsound(src.loc, 'Screwdriver.ogg', 100, 1)
build_step = 6
user << "\blue You close the internal access hatch."
return
// attack_hand() removes the prox sensor
if(6)
if(istype(W, /obj/item/stack/sheet/metal))
if(W:amount>=2)
user << "\blue You add some metal armor to the exterior frame."
build_step = 7
W:amount -= 2
if(W:amount <= 0)
del(W)
return
else if(istype(W, /obj/item/weapon/screwdriver))
playsound(src.loc, 'Screwdriver.ogg', 100, 1)
build_step = 5
user << "You open the internal access hatch."
return
if(7)
if(istype(W, /obj/item/weapon/weldingtool))
if (W:remove_fuel(5,user))
playsound(src.loc, pick('Welder.ogg', 'Welder2.ogg'), 50, 1)
if(do_after(user, 30))
build_step = 8
user << "\blue You weld the turret's armor down."
// The final step: create a full turret
var/obj/machinery/porta_turret/Turret = new/obj/machinery/porta_turret(locate(x,y,z))
Turret.name = finish_name
Turret.installation = src.installation
Turret.gun_charge = src.gun_charge
Turret.cover=new/obj/machinery/porta_turret_cover(src.loc)
Turret.cover.Parent_Turret=Turret
del(src)
else if(istype(W, /obj/item/weapon/crowbar))
playsound(src.loc, 'Crowbar.ogg', 75, 1)
user << "You pry off the turret's exterior armor."
new /obj/item/stack/sheet/metal( loc, 2)
build_step = 6
return
if (istype(W, /obj/item/weapon/pen)) // you can rename turrets like bots!
var/t = input(user, "Enter new turret name", src.name, src.finish_name) as text
t = copytext(sanitize(t), 1, MAX_MESSAGE_LEN)
if (!t)
return
if (!in_range(src, usr) && src.loc != usr)
return
src.finish_name = t
return
..()
/obj/machinery/porta_turret_construct/attack_hand(mob/user as mob)
switch(build_step)
if(4)
if(!installation) return
build_step = 3
user << "You remove \the [installation] from the turret frame."
var/obj/item/weapon/gun/energy/Gun = new installation(src.loc)
Gun.power_supply.charge=gun_charge
Gun.update_icon()
installation = null
gun_charge = 0
if(5)
user << "You remove the prox sensor from the turret frame."
new/obj/item/device/prox_sensor(locate(x,y,z))
build_step = 4
mob/verb/Debugturrets()
for(var/obj/machinery/porta_turret/P in world)
world << "Porta turret!"
for(var/obj/machinery/porta_turret_cover/C in world)
world << "Porta turret cover!"
/obj/machinery/porta_turret_cover
name = "turret"
icon = 'turrets.dmi'
icon_state = "turretCover"
anchored = 1
layer = 3.5
density = 0
var/obj/machinery/porta_turret/Parent_Turret = null
// The below code is pretty much just recoded from the initial turret object. It's necessary but uncommented because it's exactly the same!
/obj/machinery/porta_turret_cover/attack_ai(mob/user as mob)
return attack_hand(user)
/obj/machinery/porta_turret_cover/attack_hand(mob/user as mob)
. = ..()
if (.)
return
var/dat
dat += text({"
<TT><B>Automatic Portable Turret Installation</B></TT><BR><BR>
Status: []<BR>
Behaviour controls are [Parent_Turret.locked ? "locked" : "unlocked"]"},
"<A href='?src=\ref[src];power=1'>[Parent_Turret.on ? "On" : "Off"]</A>" )
if(!Parent_Turret.locked)
dat += text({"<BR>
Check for Weapon Authorization: []<BR>
Check Security Records: []<BR>
Neutralize Identified Criminals: []<BR>
Neutralize All Non-Security and Non-Command Personnel: []<BR>
Neutralize All Unidentified Life Signs: []<BR>"},
"<A href='?src=\ref[src];operation=authweapon'>[Parent_Turret.auth_weapons ? "Yes" : "No"]</A>",
"<A href='?src=\ref[src];operation=checkrecords'>[Parent_Turret.check_records ? "Yes" : "No"]</A>",
"<A href='?src=\ref[src];operation=shootcrooks'>[Parent_Turret.criminals ? "Yes" : "No"]</A>",
"<A href='?src=\ref[src];operation=shootall'>[Parent_Turret.stun_all ? "Yes" : "No"]</A>" ,
"<A href='?src=\ref[src];operation=checkxenos'>[Parent_Turret.check_anomalies ? "Yes" : "No"]</A>" )
user << browse("<HEAD><TITLE>Automatic Portable Turret Installation</TITLE></HEAD>[dat]", "window=autosec")
onclose(user, "autosec")
return
/obj/machinery/porta_turret_cover/Topic(href, href_list)
if (..())
return
usr.machine = src
Parent_Turret.add_fingerprint(usr)
src.add_fingerprint(usr)
if ((href_list["power"]) && (Parent_Turret.allowed(usr)))
if(Parent_Turret.anchored)
if (Parent_Turret.on)
Parent_Turret.on=0
else
Parent_Turret.on=1
else
usr << "\red It has to be secured first!"
updateUsrDialog()
return
switch(href_list["operation"])
if ("authweapon")
Parent_Turret.auth_weapons = !Parent_Turret.auth_weapons
if ("checkrecords")
Parent_Turret.check_records = !Parent_Turret.check_records
if ("shootcrooks")
Parent_Turret.criminals = !Parent_Turret.criminals
if("shootall")
Parent_Turret.stun_all = !Parent_Turret.stun_all
if("checkxenos")
Parent_Turret.check_anomalies = !Parent_Turret.check_anomalies
updateUsrDialog()
/obj/machinery/porta_turret_cover/attackby(obj/item/W as obj, mob/user as mob)
if ((istype(W, /obj/item/weapon/card/emag)) && (!Parent_Turret.emagged))
user << "\red You short out [Parent_Turret]'s threat assessment circuits."
spawn(0)
for(var/mob/O in hearers(Parent_Turret, null))
O.show_message("\red [Parent_Turret] hums oddly...", 1)
Parent_Turret.emagged = 1
Parent_Turret.on = 0
sleep(40)
Parent_Turret.on = 1
else if((istype(W, /obj/item/weapon/wrench)) && (!Parent_Turret.on))
if(Parent_Turret.raised) return
if(!Parent_Turret.anchored)
Parent_Turret.anchored = 1
Parent_Turret.invisibility = 2
Parent_Turret.icon_state = "grey_target_prism"
user << "You secure the exterior bolts on the turret."
else
Parent_Turret.anchored = 0
user << "You unsecure the exterior bolts on the turret."
Parent_Turret.icon_state = "turretCover"
Parent_Turret.invisibility = 0
del(src)
else if (istype(W, /obj/item/weapon/card/id)||istype(W, /obj/item/device/pda))
if (Parent_Turret.allowed(user))
Parent_Turret.locked = !Parent_Turret.locked
user << "Controls are now [Parent_Turret.locked ? "locked." : "unlocked."]"
updateUsrDialog()
else
user << "\red Access denied."
else
Parent_Turret.health -= W.force * 0.5
if (Parent_Turret.health <= 0)
Parent_Turret.die()
if ((W.force * 0.5) > 2)
if(!Parent_Turret.attacked && !Parent_Turret.emagged)
Parent_Turret.attacked = 1
spawn()
sleep(30)
Parent_Turret.attacked = 0
..()

View File

@@ -1147,7 +1147,7 @@
"awc" = (/obj/table/reinforced{dir = 8; icon_state = "reinf_tabledir"},/turf/unsimulated/floor{icon_state = "floor"},/area/tdome)
"awd" = (/obj/stool/chair{dir = 8},/turf/unsimulated/floor{icon_state = "floor"},/area/tdome)
"awe" = (/obj/item/weapon/storage/firstaid/regular{pixel_x = 6; pixel_y = -5},/turf/simulated/shuttle/floor{icon_state = "floor3"},/area/shuttle/escape/centcom)
"awf" = (/obj/rack,/obj/item/clothing/head/flatcap,/obj/item/clothing/under/gimmick/rank/captain/suit,/obj/item/clothing/suit/labcoat/mad,/obj/item/clothing/glasses/gglasses,/turf/unsimulated/floor{icon_state = "cafeteria"; dir = 2},/area/centcom/holding)
"awf" = (/obj/rack,/obj/item/clothing/head/flatcap,/obj/item/clothing/under/gimmick/rank/captain/suit,/obj/item/clothing/glasses/gglasses,/turf/unsimulated/floor{icon_state = "cafeteria"; dir = 2},/area/centcom/holding)
"awg" = (/obj/stool{pixel_y = 8},/obj/machinery/computer/security/telescreen{name = "Entertainment monitor"; desc = "Damn, they better have /tg/thechannel on these things."; icon = 'status_display.dmi'; icon_state = "entertainment"; pixel_y = -30},/turf/unsimulated/floor{icon_state = "cafeteria"; dir = 2},/area/centcom/holding)
"awh" = (/obj/machinery/vending/snack,/turf/unsimulated/floor{icon_state = "cafeteria"; dir = 2},/area/centcom/holding)
"awi" = (/obj/window/reinforced{dir = 8},/turf/unsimulated/floor{icon = 'beach.dmi'; icon_state = "water"; name = "water"},/area/centcom/holding)