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* Part1 * IT COMPILES!!!! * Fuck wait this was missing from that last * Update handlabeler.dm * Update handlabeler.dm * Fixes n shit * Fix this * Fixes #23310 * Fucking @RemieRichards was right * Fixes devil unEquip * WTF ARE BITFLAGS? * THERES THE FUCKING PROBLEM * Fixes
128 lines
3.2 KiB
Plaintext
128 lines
3.2 KiB
Plaintext
/obj/item/device/assembly_holder
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name = "Assembly"
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icon = 'icons/obj/assemblies/new_assemblies.dmi'
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icon_state = "holder"
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item_state = "assembly"
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flags = CONDUCT
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throwforce = 5
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w_class = WEIGHT_CLASS_SMALL
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throw_speed = 2
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throw_range = 7
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var/obj/item/device/assembly/a_left = null
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var/obj/item/device/assembly/a_right = null
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/obj/item/device/assembly_holder/IsAssemblyHolder()
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return 1
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/obj/item/device/assembly_holder/proc/assemble(obj/item/device/assembly/A, obj/item/device/assembly/A2, mob/user)
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attach(A,user)
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attach(A2,user)
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name = "[A.name]-[A2.name] assembly"
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update_icon()
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feedback_add_details("assembly_made","[A.name]-[A2.name]")
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/obj/item/device/assembly_holder/proc/attach(obj/item/device/assembly/A, mob/user)
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if(!A.remove_item_from_storage(src))
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if(user)
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user.transferItemToLoc(A, src)
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else
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A.forceMove(src)
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A.holder = src
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A.toggle_secure()
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if(!a_left)
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a_left = A
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else
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a_right = A
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/obj/item/device/assembly_holder/update_icon()
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cut_overlays()
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if(a_left)
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add_overlay("[a_left.icon_state]_left")
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for(var/O in a_left.attached_overlays)
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add_overlay("[O]_l")
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if(a_right)
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var/list/images = list()
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images += image(icon, icon_state = "[a_right.icon_state]_left")
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for(var/O in a_right.attached_overlays)
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images += image(icon, icon_state = "[O]_l")
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var/matrix = matrix(-1, 0, 0, 0, 1, 0)
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for(var/image/I in images)
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I.transform = matrix
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add_overlay(I)
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if(master)
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master.update_icon()
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/obj/item/device/assembly_holder/Crossed(atom/movable/AM as mob|obj)
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if(a_left)
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a_left.Crossed(AM)
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if(a_right)
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a_right.Crossed(AM)
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/obj/item/device/assembly_holder/on_found(mob/finder)
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if(a_left)
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a_left.on_found(finder)
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if(a_right)
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a_right.on_found(finder)
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/obj/item/device/assembly_holder/Move()
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..()
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if(a_left && a_right)
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a_left.holder_movement()
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a_right.holder_movement()
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return
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/obj/item/device/assembly_holder/attack_hand()//Perhapse this should be a holder_pickup proc instead, can add if needbe I guess
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if(a_left && a_right)
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a_left.holder_movement()
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a_right.holder_movement()
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..()
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return
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/obj/item/device/assembly_holder/attackby(obj/item/weapon/W, mob/user, params)
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if(istype(W, /obj/item/weapon/screwdriver))
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var/turf/T = get_turf(src)
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if(!T)
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return 0
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if(a_left)
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a_left.holder = null
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a_left.loc = T
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if(a_right)
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a_right.holder = null
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a_right.loc = T
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qdel(src)
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else
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..()
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/obj/item/device/assembly_holder/attack_self(mob/user)
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src.add_fingerprint(user)
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if(!a_left || !a_right)
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user << "<span class='danger'>Assembly part missing!</span>"
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return
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if(istype(a_left,a_right.type))//If they are the same type it causes issues due to window code
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switch(alert("Which side would you like to use?",,"Left","Right"))
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if("Left")
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a_left.attack_self(user)
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if("Right")
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a_right.attack_self(user)
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return
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else
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a_left.attack_self(user)
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a_right.attack_self(user)
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/obj/item/device/assembly_holder/proc/process_activation(obj/D, normal = 1, special = 1)
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if(!D)
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return 0
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if((normal) && (a_right) && (a_left))
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if(a_right != D)
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a_right.pulsed(0)
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if(a_left != D)
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a_left.pulsed(0)
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if(master)
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master.receive_signal()
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return 1
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