/obj/machinery/computer/security name = "Security Cameras" icon_state = "security" var/obj/machinery/camera/current = null var/network = "SS13" var/maplevel = 1 desc = "A computer that allows one to connect to a security camera network and view camera images." /obj/machinery/computer/security/wooden_tv name = "Security Cameras" icon_state = "security_det" small name = "Television" desc = "These channels seem to mostly be about robuddies. What is this, some kind of reality show?" network = "Zeta" icon_state = "security_tv" power_change() return // -------------------- VR -------------------- /obj/machinery/computer/security/wooden_tv/small/virtual desc = "It's making you feel kinda twitchy for some reason." icon = 'icons/effects/VR.dmi' // -------------------------------------------- /obj/machinery/computer/security/telescreen name = "Telescreen" icon = 'icons/obj/stationobjs.dmi' icon_state = "telescreen" network = "thunder" density = 0 power_change() return /obj/machinery/computer/security/attack_hand(var/mob/user as mob) if (stat & (NOPOWER|BROKEN)) return user.machine = src user.unlock_medal("Peeping Tom", 1) var/list/L = list() for (var/obj/machinery/camera/C in machines) L.Add(C) L = camera_sort(L) //var/list/D = list() //D["Cancel"] = "Cancel" user << output(null, "camera_console.camlist") for (var/obj/machinery/camera/C in L) if (C.network == src.network) . = "[C.c_tag][C.status ? null : " (Deactivated)"]" //D[.] = C user << output("
[.]
", "camera_console.camlist") onclose(user, "camera_console", src) winset(user, "camera_console.exitbutton", "command=\".windowclose \ref[src]\"") winshow(user, "camera_console", 1) /* var/t = input(user, "Which camera should you change to?") as null|anything in D if(!t) user.set_eye(null) user.machine = null return 0 var/obj/machinery/camera/C = D[t] if (t == "Cancel") user.set_eye(null) user.machine = null return 0 if ((get_dist(user, src) > 1 || user.machine != src || !user.sight_check(1) || !( user.canmove ) || !( C.status )) && (!istype(user, /mob/living/silicon/ai))) user.set_eye(null) return 0 else src.current = C user.set_eye(C) use_power(50) spawn(5) attack_hand(user) */ /obj/machinery/computer/security/Topic(href, href_list) if (!usr) return if (href_list["close"]) usr.set_eye(null) winshow(usr, "camera_console", 0) return else if (href_list["camera"]) var/obj/machinery/camera/C = locate(href_list["camera"]) if (!istype(C, /obj/machinery/camera)) return if ((!istype(usr, /mob/living/silicon/ai)) && (get_dist(usr, src) > 1 || usr.machine != src || !usr.sight_check(1) || !( usr.canmove ) || !( C.status ))) usr.set_eye(null) winshow(usr, "camera_console", 0) return else src.current = C usr.set_eye(C) use_power(50) /obj/machinery/computer/security/attackby(I as obj, user as mob) if(istype(I, /obj/item/screwdriver)) playsound(src.loc, "sound/items/Screwdriver.ogg", 50, 1) if(do_after(user, 20)) if (src.stat & BROKEN) boutput(user, "The broken glass falls out.") var/obj/computerframe/A = new /obj/computerframe( src.loc ) if(src.material) A.setMaterial(src.material) new /obj/item/raw_material/shard/glass( src.loc ) var/obj/item/circuitboard/security/M = new /obj/item/circuitboard/security( A ) for (var/obj/C in src) C.set_loc(src.loc) A.circuit = M A.state = 3 A.icon_state = "3" A.anchored = 1 qdel(src) else boutput(user, "You disconnect the monitor.") var/obj/computerframe/A = new /obj/computerframe( src.loc ) if(src.material) A.setMaterial(src.material) var/obj/item/circuitboard/security/M = new /obj/item/circuitboard/security( A ) for (var/obj/C in src) C.set_loc(src.loc) A.circuit = M A.state = 4 A.icon_state = "4" A.anchored = 1 qdel(src) else src.attack_hand(user) return proc/getr(col) return hex2num( copytext(col, 2,4)) proc/getg(col) return hex2num( copytext(col, 4,6)) proc/getb(col) return hex2num( copytext(col, 6))