/obj/item/assembly_holder name = "Assembly" icon = 'icons/obj/assemblies/new_assemblies.dmi' icon_state = "holder" item_state = "assembly" lefthand_file = 'icons/mob/inhands/misc/devices_lefthand.dmi' righthand_file = 'icons/mob/inhands/misc/devices_righthand.dmi' flags_1 = CONDUCT_1 throwforce = 5 w_class = WEIGHT_CLASS_SMALL throw_speed = 2 throw_range = 7 var/obj/item/assembly/a_left = null var/obj/item/assembly/a_right = null /obj/item/assembly_holder/IsAssemblyHolder() return TRUE /obj/item/assembly_holder/proc/assemble(obj/item/assembly/A, obj/item/assembly/A2, mob/user) attach(A,user) attach(A2,user) name = "[A.name]-[A2.name] assembly" update_icon() SSblackbox.record_feedback("tally", "assembly_made", 1, "[initial(A.name)]-[initial(A2.name)]") /obj/item/assembly_holder/proc/attach(obj/item/assembly/A, mob/user) if(!A.remove_item_from_storage(src)) if(user) user.transferItemToLoc(A, src) else A.forceMove(src) A.holder = src A.toggle_secure() if(!a_left) a_left = A else a_right = A A.holder_movement() /obj/item/assembly_holder/update_icon() cut_overlays() if(a_left) add_overlay("[a_left.icon_state]_left") for(var/O in a_left.attached_overlays) add_overlay("[O]_l") if(a_right) if(a_right.is_position_sensitive) add_overlay("[a_right.icon_state]_right") for(var/O in a_right.attached_overlays) add_overlay("[O]_r") else var/mutable_appearance/right = mutable_appearance(icon, "[a_right.icon_state]_left") right.transform = matrix(-1, 0, 0, 0, 1, 0) for(var/O in a_right.attached_overlays) right.add_overlay("[O]_l") add_overlay(right) if(master) master.update_icon() /obj/item/assembly_holder/Crossed(atom/movable/AM as mob|obj) . = ..() if(a_left) a_left.Crossed(AM) if(a_right) a_right.Crossed(AM) /obj/item/assembly_holder/on_found(mob/finder) if(a_left) a_left.on_found(finder) if(a_right) a_right.on_found(finder) /obj/item/assembly_holder/Move() . = ..() if(a_left) a_left.holder_movement() if(a_right) a_right.holder_movement() /obj/item/assembly_holder/dropped(mob/user) . = ..() if(a_left) a_left.dropped(user) if(a_right) a_right.dropped(user) /obj/item/assembly_holder/on_attack_hand(user, act_intent)//Perhapse this should be a holder_pickup proc instead, can add if needbe I guess . = ..() if(.) return if(a_left) a_left.attack_hand(user, act_intent) if(a_right) a_right.attack_hand(user, act_intent) /obj/item/assembly_holder/screwdriver_act(mob/user, obj/item/tool) if(..()) return TRUE to_chat(user, "You disassemble [src]!") if(a_left) a_left.on_detach() a_left = null if(a_right) a_right.on_detach() a_right = null qdel(src) return TRUE /obj/item/assembly_holder/attack_self(mob/user) src.add_fingerprint(user) if(!a_left || !a_right) to_chat(user, "Assembly part missing!") return if(istype(a_left,a_right.type))//If they are the same type it causes issues due to window code switch(alert("Which side would you like to use?",,"Left","Right")) if("Left") a_left.attack_self(user) if("Right") a_right.attack_self(user) return else a_left.attack_self(user) a_right.attack_self(user) /obj/item/assembly_holder/proc/process_activation(obj/D, normal = 1, special = 1) if(!D) return FALSE if((normal) && (a_right) && (a_left)) if(a_right != D) a_right.pulsed(FALSE) if(a_left != D) a_left.pulsed(FALSE) if(master) master.receive_signal() return TRUE