Files
Polaris/code/game/machinery/door_control.dm
Philip 66071c81ba Update door_control.dm
The var desiredstate doesn't update when the airlock closes automatically and so most of the time players have to hit the button twice. This keeps all functionality but with one button press.
2013-08-27 16:38:07 -06:00

188 lines
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/obj/machinery/door_control
name = "remote door-control"
desc = "It controls doors, remotely."
icon = 'icons/obj/stationobjs.dmi'
icon_state = "doorctrl0"
desc = "A remote control-switch for a door."
power_channel = ENVIRON
var/id = null
var/range = 10
var/normaldoorcontrol = 0
var/desiredstate = 0 // Zero is closed, 1 is open.
var/specialfunctions = 1
/*
Bitflag, 1= open
2= idscan,
4= bolts
8= shock
16= door safties
*/
var/exposedwires = 0
var/wires = 3
/*
Bitflag, 1=checkID
2=Network Access
*/
anchored = 1.0
use_power = 1
idle_power_usage = 2
active_power_usage = 4
/obj/machinery/door_control/attack_ai(mob/user as mob)
if(wires & 2)
return src.attack_hand(user)
else
user << "Error, no route to host."
/obj/machinery/door_control/attack_paw(mob/user as mob)
return src.attack_hand(user)
/obj/machinery/door_control/attackby(obj/item/weapon/W, mob/user as mob)
/* For later implementation
if (istype(W, /obj/item/weapon/screwdriver))
{
if(wiresexposed)
icon_state = "doorctrl0"
wiresexposed = 0
else
icon_state = "doorctrl-open"
wiresexposed = 1
return
}
*/
if(istype(W, /obj/item/device/detective_scanner))
return
if(istype(W, /obj/item/weapon/card/emag))
req_access = list()
req_one_access = list()
playsound(src.loc, "sparks", 100, 1)
return src.attack_hand(user)
/obj/machinery/door_control/attack_hand(mob/user as mob)
src.add_fingerprint(usr)
if(stat & (NOPOWER|BROKEN))
return
if(!allowed(user) && (wires & 1))
user << "\red Access Denied"
flick("doorctrl-denied",src)
return
use_power(5)
icon_state = "doorctrl1"
add_fingerprint(user)
if(normaldoorcontrol)
for(var/obj/machinery/door/airlock/D in range(range))
if(D.id_tag == src.id)
if(specialfunctions & OPEN)
if (D.density)
spawn(0)
D.open()
return
else
spawn(0)
D.close()
return
if(desiredstate == 1)
if(specialfunctions & IDSCAN)
D.aiDisabledIdScanner = 1
if(specialfunctions & BOLTS)
D.locked = 1
D.update_icon()
if(specialfunctions & SHOCK)
D.secondsElectrified = -1
if(specialfunctions & SAFE)
D.safe = 0
else
if(specialfunctions & IDSCAN)
D.aiDisabledIdScanner = 0
if(specialfunctions & BOLTS)
if(!D.isWireCut(4) && D.arePowerSystemsOn())
D.locked = 0
D.update_icon()
if(specialfunctions & SHOCK)
D.secondsElectrified = 0
if(specialfunctions & SAFE)
D.safe = 1
else
for(var/obj/machinery/door/poddoor/M in world)
if (M.id == src.id)
if (M.density)
spawn( 0 )
M.open()
return
else
spawn( 0 )
M.close()
return
desiredstate = !desiredstate
spawn(15)
if(!(stat & NOPOWER))
icon_state = "doorctrl0"
/obj/machinery/door_control/power_change()
..()
if(stat & NOPOWER)
icon_state = "doorctrl-p"
else
icon_state = "doorctrl0"
/obj/machinery/driver_button/attack_ai(mob/user as mob)
return src.attack_hand(user)
/obj/machinery/driver_button/attack_paw(mob/user as mob)
return src.attack_hand(user)
/obj/machinery/driver_button/attackby(obj/item/weapon/W, mob/user as mob)
if(istype(W, /obj/item/device/detective_scanner))
return
return src.attack_hand(user)
/obj/machinery/driver_button/attack_hand(mob/user as mob)
src.add_fingerprint(usr)
if(stat & (NOPOWER|BROKEN))
return
if(active)
return
add_fingerprint(user)
use_power(5)
active = 1
icon_state = "launcheract"
for(var/obj/machinery/door/poddoor/M in world)
if (M.id == src.id)
spawn( 0 )
M.open()
return
sleep(20)
for(var/obj/machinery/mass_driver/M in world)
if(M.id == src.id)
M.drive()
sleep(50)
for(var/obj/machinery/door/poddoor/M in world)
if (M.id == src.id)
spawn( 0 )
M.close()
return
icon_state = "launcherbtt"
active = 0
return