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https://github.com/PolarisSS13/Polaris.git
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- mass control all air machines in area (5 modes) - adjustable alarm thresholds - air alarm in server room now is preset to treat temperature 80 K as okay. EMP now affects bots internal cameras. Fixed problem with AI clicking on mulebot. Some fixes for welding with unlit welder, mostly cosmetic. Airlock controller (as in EVA) now react to commands faster. Access controller (was in engineering and virology in past) was speeded up too. One is installed into Incinerator to demonstrate that now it isn't fucking slow. Airlock in toxin mixing room now have pump, so airlock can work properly. Added some intercoms to medbay lobby. Doors now won't lag due do mapmakers mistakes. git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1187 316c924e-a436-60f5-8080-3fe189b3f50e
184 lines
4.7 KiB
Plaintext
184 lines
4.7 KiB
Plaintext
/obj/machinery/emitter
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name = "Emitter"
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desc = "A heavy duty industrial laser"
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icon = 'singularity.dmi'
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icon_state = "Emitter"
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anchored = 0
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density = 1
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req_access = list(access_engine)
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var/active = 0
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var/fire_delay = 100
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var/last_shot = 0
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var/shot_number = 0
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var/state = 0
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var/locked = 0
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use_power = 1
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idle_power_usage = 10
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active_power_usage = 300
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verb/rotate()
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set name = "Rotate"
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set src in oview(1)
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if (src.anchored || usr:stat)
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usr << "It is fastened to the floor!"
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return 0
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src.dir = turn(src.dir, 90)
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return 1
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New()
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..()
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return
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update_icon()
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if (active && !(stat & (NOPOWER|BROKEN)))
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icon_state = "Emitter +a"
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else
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icon_state = "Emitter"
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attack_hand(mob/user as mob)
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src.add_fingerprint(user)
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if(state == 2)
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if(!src.locked || istype(user, /mob/living/silicon))
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if(src.active==1)
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src.active = 0
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user << "You turn off the [src]."
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src.use_power = 1
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else
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src.active = 1
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user << "You turn on the [src]."
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src.shot_number = 0
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src.fire_delay = 100
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src.use_power = 2
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update_icon()
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else
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user << "The controls are locked!"
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else
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user << "The [src] needs to be firmly secured to the floor first."
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return 1
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emp_act()//Emitters are hardened but still might have issues
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use_power(50)
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if(prob(1)&&prob(1))
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if(src.active)
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src.active = 0
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src.use_power = 1
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return 1
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process()
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if(stat & (NOPOWER|BROKEN))
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return
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if(src.state != 2)
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src.active = 0
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return
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if(((src.last_shot + src.fire_delay) <= world.time) && (src.active == 1))
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src.last_shot = world.time
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if(src.shot_number < 3)
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src.fire_delay = 2
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src.shot_number ++
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else
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src.fire_delay = rand(20,100)
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src.shot_number = 0
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use_power(1000)
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var/obj/beam/a_laser/A = new /obj/beam/a_laser( src.loc )
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A.icon_state = "u_laser"
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playsound(src.loc, 'emitter.ogg', 75, 1)
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if(prob(35))
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var/datum/effects/system/spark_spread/s = new /datum/effects/system/spark_spread
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s.set_up(5, 1, src)
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s.start()
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A.dir = src.dir
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if(src.dir == 1)//Up
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A.yo = 20
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A.xo = 0
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else if(src.dir == 2)//Down
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A.yo = -20
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A.xo = 0
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else if(src.dir == 4)//Right
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A.yo = 0
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A.xo = 20
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else if(src.dir == 8)//Left
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A.yo = 0
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A.xo = -20
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else // Any other
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A.yo = -20
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A.xo = 0
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A.process()
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attackby(obj/item/W, mob/user)
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if(istype(W, /obj/item/weapon/wrench))
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if(active)
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user << "Turn off the [src] first."
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return
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switch(state)
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if(0)
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state = 1
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playsound(src.loc, 'Ratchet.ogg', 75, 1)
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user.visible_message("[user.name] secures [src.name] to the floor.", \
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"You secure the external reinforcing bolts to the floor.", \
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"You hear ratchet")
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src.anchored = 1
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if(1)
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state = 0
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playsound(src.loc, 'Ratchet.ogg', 75, 1)
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user.visible_message("[user.name] unsecures [src.name] reinforcing bolts from the floor.", \
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"You undo the external reinforcing bolts.", \
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"You hear ratchet")
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src.anchored = 0
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if(2)
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user << "\red The [src.name] needs to be unwelded from the floor."
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return
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else if(istype(W, /obj/item/weapon/weldingtool) && W:welding)
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if(active)
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user << "Turn off the [src] first."
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return
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switch(state)
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if(0)
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user << "\red The [src.name] needs to be wrenched to the floor."
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return
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if(1)
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if (W:remove_fuel(2,user))
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playsound(src.loc, 'Welder2.ogg', 50, 1)
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user.visible_message("[user.name] starts to weld the [src.name] to the floor.", \
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"You start to weld the [src] to the floor.", \
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"You hear welding")
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if (do_after(user,20))
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state = 2
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user << "You weld the [src] to the floor."
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else
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user << "\blue You need more welding fuel to complete this task."
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return
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if(2)
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if (W:remove_fuel(2,user))
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playsound(src.loc, 'Welder2.ogg', 50, 1)
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user.visible_message("[user.name] starts to cut the [src.name] free from the floor.", \
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"You start to cut the [src] free from the floor.", \
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"You hear welding")
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if (do_after(user,20))
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state = 1
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user << "You cut the [src] free from the floor."
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else
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user << "\blue You need more welding fuel to complete this task."
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return
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else if(istype(W, /obj/item/weapon/card/id)||istype(W, /obj/item/device/pda))
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if (src.allowed(user))
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src.locked = !src.locked
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user << "Controls are now [src.locked ? "locked." : "unlocked."]"
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else
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user << "\red Access denied."
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return
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else
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..()
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return
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power_change()
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..()
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update_icon() |