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Conflicts: baystation12.dme code/defines/obj/weapon.dm code/game/mecha/equipment/tools/medical_tools.dm code/game/mecha/equipment/tools/tools.dm code/game/mecha/mecha.dm code/game/mecha/mecha_parts.dm code/game/objects/items/devices/flash.dm code/game/objects/items/devices/powersink.dm code/game/objects/items/devices/scanners.dm code/game/objects/items/stacks/sheets/glass.dm code/game/objects/items/stacks/sheets/sheet_types.dm code/game/objects/items/weapons/RCD.dm code/game/objects/items/weapons/circuitboards/machinery/biogenerator.dm code/game/objects/items/weapons/circuitboards/machinery/cloning.dm code/game/objects/items/weapons/circuitboards/machinery/mining_drill.dm code/game/objects/items/weapons/circuitboards/machinery/pacman.dm code/game/objects/items/weapons/circuitboards/machinery/power.dm code/game/objects/items/weapons/circuitboards/machinery/recharge_station.dm code/game/objects/items/weapons/circuitboards/machinery/research.dm code/game/objects/items/weapons/circuitboards/machinery/shieldgen.dm code/game/objects/items/weapons/circuitboards/machinery/telecomms.dm code/game/objects/items/weapons/circuitboards/machinery/unary_atmos.dm code/game/objects/items/weapons/flamethrower.dm code/game/objects/items/weapons/handcuffs.dm code/game/objects/items/weapons/kitchen.dm code/game/objects/items/weapons/shields.dm code/game/objects/items/weapons/storage/backpack.dm code/game/objects/items/weapons/surgery_tools.dm code/game/objects/items/weapons/teleportation.dm code/game/objects/items/weapons/tools.dm code/modules/assembly/igniter.dm code/modules/assembly/infrared.dm code/modules/assembly/mousetrap.dm code/modules/assembly/proximity.dm code/modules/assembly/signaler.dm code/modules/assembly/timer.dm code/modules/assembly/voice.dm code/modules/clothing/glasses/glasses.dm code/modules/hydroponics/trays/tray_tools.dm code/modules/mining/drilling/scanner.dm code/modules/mining/mine_items.dm code/modules/mining/ore.dm code/modules/mob/living/silicon/robot/analyzer.dm code/modules/power/rust/circuits_and_design.dm code/modules/projectiles/ammunition/boxes.dm code/modules/projectiles/guns/energy/laser.dm code/modules/projectiles/guns/energy/special.dm code/modules/projectiles/guns/energy/stun.dm code/modules/research/circuitprinter.dm code/modules/research/designs.dm code/modules/research/destructive_analyzer.dm code/modules/research/protolathe.dm code/modules/research/rdconsole.dm code/modules/research/research.dm code/modules/research/server.dm code/modules/research/xenoarchaeology/genetics/reconstitutor.dm
38 lines
1.0 KiB
Plaintext
38 lines
1.0 KiB
Plaintext
//Define a macro that we can use to assemble all the circuit board names
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#ifdef T_BOARD
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#error T_BOARD already defined elsewhere, we can't use it.
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#endif
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#define T_BOARD(name) "circuit board (" + (name) + ")"
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/obj/item/weapon/circuitboard
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name = "circuit board"
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icon = 'icons/obj/module.dmi'
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icon_state = "id_mod"
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item_state = "electronic"
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origin_tech = list(TECH_DATA = 2)
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density = 0
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anchored = 0
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w_class = 2.0
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flags = CONDUCT
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force = 5.0
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throwforce = 5.0
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throw_speed = 3
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throw_range = 15
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var/build_path = null
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var/board_type = "computer"
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var/list/req_components = null
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var/contain_parts = 1
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//Called when the circuitboard is used to contruct a new machine.
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/obj/item/weapon/circuitboard/proc/construct(var/obj/machinery/M)
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if (istype(M, build_path))
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return 1
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return 0
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//Called when a computer is deconstructed to produce a circuitboard.
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//Only used by computers, as other machines store their circuitboard instance.
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/obj/item/weapon/circuitboard/proc/deconstruct(var/obj/machinery/M)
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if (istype(M, build_path))
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return 1
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return 0
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