Some assembly fixes and tidying up. Plus, improved infrared emitters, with new sprites by Pewtershmitz!

Removed the infra sensor, as it was buggy, and, to be perfectly honest, utterly pointless.
Slightly improved and moved dice code.

Fixes issue 366.
Fixes issue 317.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4555 316c924e-a436-60f5-8080-3fe189b3f50e
This commit is contained in:
petethegoat@gmail.com
2012-08-26 22:44:04 +00:00
parent 474294466a
commit c14f242b4e
13 changed files with 173 additions and 287 deletions

View File

@@ -1563,22 +1563,6 @@
icon_state = "mousetraparmed" icon_state = "mousetraparmed"
armed = 1 armed = 1
/obj/item/weapon/dice // -- TLE
name = "d6"
desc = "A dice with six sides."
var/sides = 6
icon = 'icons/obj/dice.dmi'
icon_state = "d66"
/obj/item/weapon/dice/New()
icon_state = "[name][rand(sides)]"
/obj/item/weapon/dice/d20 // -- TLE
name = "d20"
desc = "A dice with twenty sides."
sides = 20
icon_state = "d2020"
/obj/item/weapon/pai_cable /obj/item/weapon/pai_cable
desc = "A flexible coated cable with a universal jack on one end." desc = "A flexible coated cable with a universal jack on one end."
name = "data cable" name = "data cable"

View File

@@ -1,70 +0,0 @@
/obj/item/device/infra_sensor/process()
if (src.passive)
for(var/obj/effect/beam/i_beam/I in range(2, src.loc))
I.left = 2
return 1
else
processing_objects.Remove(src)
return null
/obj/item/device/infra_sensor/proc/burst()
for(var/obj/effect/beam/i_beam/I in range(src.loc))
I.left = 8
/* for(var/obj/item/device/infra/I in range(src.loc))ugh will have to fix this
I.visible = 1
spawn( 0 )
if ((I && I.first))
I.first.vis_spread(1)
return
for(var/obj/item/assembly/rad_infra/I in range(src.loc))
I.part2.visible = 1
spawn( 0 )
if ((I.part2 && I.part2.first))
I.part2.first.vis_spread(1)
return*/
return
/obj/item/device/infra_sensor/attack_self(mob/user as mob)
user.machine = src
var/dat = text("<TT><B>Infrared Sensor</B><BR>\n<B>Passive Emitter</B>: []<BR>\n<B>Active Emitter</B>: <A href='?src=\ref[];active=0'>Burst Fire</A>\n</TT>", (src.passive ? text("<A href='?src=\ref[];passive=0'>On</A>", src) : text("<A href='?src=\ref[];passive=1'>Off</A>", src)), src)
user << browse(dat, "window=infra_sensor")
onclose(user, "infra_sensor")
return
/obj/item/device/infra_sensor/Topic(href, href_list)
..()
if (usr.stat || usr.restrained())
return
if ((usr.contents.Find(src) || (usr.contents.Find(src.master) || ((get_dist(src, usr) <= 1) && istype(src.loc, /turf)))))
usr.machine = src
if (href_list["passive"])
src.passive = !( src.passive )
if(passive)
processing_objects.Add(src)
if (href_list["active"])
spawn( 0 )
src.burst()
return
if (!( src.master ))
if (istype(src.loc, /mob))
attack_self(src.loc)
else
for(var/mob/M in viewers(1, src))
if (M.client)
src.attack_self(M)
else
if (istype(src.master.loc, /mob))
src.attack_self(src.master.loc)
else
for(var/mob/M in viewers(1, src.master))
if (M.client)
src.attack_self(M)
src.add_fingerprint(usr)
else
usr << browse(null, "window=infra_sensor")
onclose(usr, "infra_sensor")
return
return

View File

@@ -1,22 +1,27 @@
/obj/item/weapon/dice
name = "d6"
desc = "A dice with six sides."
var/sides = 6
icon = 'icons/obj/dice.dmi'
icon_state = "d66"
/obj/item/weapon/dice/New()
icon_state = "[name][rand(sides)]"
/obj/item/weapon/dice/d20
name = "d20"
desc = "A dice with twenty sides."
sides = 20
icon_state = "d2020"
/obj/item/weapon/dice/attack_self(mob/user as mob) // Roll the dice -- TLE /obj/item/weapon/dice/attack_self(mob/user as mob)
var/temp_sides var/result = rand(1, sides)
if(src.sides < 1)
temp_sides = 2
else
temp_sides = src.sides
var/result = rand(1,temp_sides)
var/comment = "" var/comment = ""
if(temp_sides == 20 && result == 20) if(sides == 20 && result == 20)
comment = "Nat 20!" comment = "Nat 20!"
else if(temp_sides == 20 && result == 1) else if(sides == 20 && result == 1)
comment = "Ouch, bad luck." comment = "Ouch, bad luck."
user << text("\red You throw a [src]. It lands on a [result]. [comment]")
icon_state = "[name][result]" icon_state = "[name][result]"
for(var/mob/O in viewers(user, null)) user.visible_message("<span class='notice'>[user] has thrown [src]. It lands on [result]. [comment]</span>", \
if(O == (user)) "<span class='notice'>You throw [src]. It lands on a [result]. [comment]</span>", \
continue "<span class='notice'>You hear [src] landing on a [result]. [comment]</span>")
else
O.show_message(text("\red [user] has thrown a [src]. It lands on [result]. [comment]"), 1)

View File

@@ -1,37 +1,3 @@
//This file was auto-corrected by findeclaration.exe on 25.5.2012 20:42:32
/proc/isassembly(O)
if(istype(O, /obj/item/device/assembly))
return 1
return 0
/proc/isigniter(O)
if(istype(O, /obj/item/device/assembly/igniter))
return 1
return 0
/proc/isinfared(O)
if(istype(O, /obj/item/device/assembly/infra))
return 1
return 0
/proc/isprox(O)
if(istype(O, /obj/item/device/assembly/prox_sensor))
return 1
return 0
/proc/issignaler(O)
if(istype(O, /obj/item/device/assembly/signaler))
return 1
return 0
/proc/istimer(O)
if(istype(O, /obj/item/device/assembly/timer))
return 1
return 0
/obj/item/device/assembly /obj/item/device/assembly
name = "assembly" name = "assembly"
desc = "A small electronic device that should never exist." desc = "A small electronic device that should never exist."
@@ -49,9 +15,7 @@
origin_tech = "magnets=1" origin_tech = "magnets=1"
var/secured = 1 var/secured = 1
var/small_icon_state_left = null var/list/attached_overlays = null
var/small_icon_state_right = null
var/list/small_icon_state_overlays = null
var/obj/item/device/assembly_holder/holder = null var/obj/item/device/assembly_holder/holder = null
var/cooldown = 0//To prevent spam var/cooldown = 0//To prevent spam
var/wires = WIRE_RECEIVE | WIRE_PULSE var/wires = WIRE_RECEIVE | WIRE_PULSE
@@ -130,7 +94,7 @@
attach_assembly(var/obj/item/device/assembly/A, var/mob/user) attach_assembly(var/obj/item/device/assembly/A, var/mob/user)
holder = new/obj/item/device/assembly_holder(get_turf(src)) holder = new/obj/item/device/assembly_holder(get_turf(src))
if(holder.attach(A,src,user)) if(holder.attach(A,src,user))
user.show_message("\blue You attach the [A.name] to the [name]!") user << "\blue You attach \the [A] to \the [src]!"
return 1 return 1
return 0 return 0
@@ -143,9 +107,9 @@
return return
if(isscrewdriver(W)) if(isscrewdriver(W))
if(toggle_secure()) if(toggle_secure())
user.show_message("\blue The [name] is ready!") user << "\blue \The [src] is ready!"
else else
user.show_message("\blue The [name] can now be attached!") user << "\blue \The [src] can now be attached!"
return return
..() ..()
return return
@@ -161,9 +125,9 @@
..() ..()
if((in_range(src, usr) || loc == usr)) if((in_range(src, usr) || loc == usr))
if(secured) if(secured)
usr.show_message("The [name] is ready!") usr << "\The [src] is ready!"
else else
usr.show_message("The [name] can be attached!") usr << "\The [src] can be attached!"
return return
@@ -177,26 +141,6 @@
interact(mob/user as mob) interact(mob/user as mob)
return //HTML MENU FOR WIRES GOES HERE return //HTML MENU FOR WIRES GOES HERE
/*
Name: IsAssemblyHolder
Desc: If true is an object that can hold an assemblyholder object
*/
/obj/proc/IsAssemblyHolder()
return 0
/*
proc
Process_Activation(var/obj/D, var/normal = 1, var/special = 1)
*/
/*
Name: IsSpecialAssembly
Desc: If true is an object that can be attached to an assembly holder but is a special thing like a plasma can or door
*/
/obj/proc/IsSpecialAssembly()
return 0
/* /*
var/small_icon_state = null//If this obj will go inside the assembly use this for icons var/small_icon_state = null//If this obj will go inside the assembly use this for icons
var/list/small_icon_state_overlays = null//Same here var/list/small_icon_state_overlays = null//Same here

View File

@@ -0,0 +1,44 @@
/proc/isassembly(O)
if(istype(O, /obj/item/device/assembly))
return 1
return 0
/proc/isigniter(O)
if(istype(O, /obj/item/device/assembly/igniter))
return 1
return 0
/proc/isinfared(O)
if(istype(O, /obj/item/device/assembly/infra))
return 1
return 0
/proc/isprox(O)
if(istype(O, /obj/item/device/assembly/prox_sensor))
return 1
return 0
/proc/issignaler(O)
if(istype(O, /obj/item/device/assembly/signaler))
return 1
return 0
/proc/istimer(O)
if(istype(O, /obj/item/device/assembly/timer))
return 1
return 0
/*
Name: IsSpecialAssembly
Desc: If true is an object that can be attached to an assembly holder but is a special thing like a plasma can or door
*/
/obj/proc/IsSpecialAssembly()
return 0
/*
Name: IsAssemblyHolder
Desc: If true is an object that can hold an assemblyholder object
*/
/obj/proc/IsAssemblyHolder()
return 0

View File

@@ -1,6 +1,5 @@
/obj/item/device/assembly_holder /obj/item/device/assembly_holder
name = "Assembly" name = "Assembly"
desc = "Holds various devices"//Fix this by adding dynamic desc
icon = 'icons/obj/assemblies/new_assemblies.dmi' icon = 'icons/obj/assemblies/new_assemblies.dmi'
icon_state = "holder" icon_state = "holder"
item_state = "assembly" item_state = "assembly"
@@ -44,7 +43,7 @@
D2.loc = src D2.loc = src
a_left = D a_left = D
a_right = D2 a_right = D2
src.name = "[D.name] [D2.name] assembly" name = "[D.name]-[D2.name] assembly"
update_icon() update_icon()
return 1 return 1
@@ -52,8 +51,8 @@
attach_special(var/obj/O, var/mob/user) attach_special(var/obj/O, var/mob/user)
if(!O) return if(!O) return
if(!O.IsSpecialAssembly()) return 0 if(!O.IsSpecialAssembly()) return 0
/*
if(O:Attach_Holder()) /* if(O:Attach_Holder())
special_assembly = O special_assembly = O
update_icon() update_icon()
src.name = "[a_left.name] [a_right.name] [special_assembly.name] assembly" src.name = "[a_left.name] [a_right.name] [special_assembly.name] assembly"
@@ -62,15 +61,16 @@
update_icon() update_icon()
src.overlays = null overlays = null
if(a_left) if(a_left)
src.overlays += a_left:small_icon_state_left overlays += "[initial(a_left.icon_state)]_left" //the initial() is probably unnecessary, but you just know
for(var/O in a_left:small_icon_state_overlays) for(var/O in a_left.attached_overlays) //someone is gonna fuck around with the icon_state in the future
src.overlays += text("[]_l", O) overlays += "[O]_l"
if(a_right) if(a_right)
src.overlays += a_right:small_icon_state_right src.overlays += "[initial(a_right.icon_state)]_right"
for(var/O in a_right:small_icon_state_overlays) for(var/O in a_right.attached_overlays)
src.overlays += text("[]_r", O) overlays += "[O]_r"
/* if(special_assembly) /* if(special_assembly)
special_assembly.update_icon() special_assembly.update_icon()
if(special_assembly:small_icon_state) if(special_assembly:small_icon_state)
@@ -84,9 +84,9 @@
..() ..()
if ((in_range(src, usr) || src.loc == usr)) if ((in_range(src, usr) || src.loc == usr))
if (src.secured) if (src.secured)
usr.show_message("The [src.name] is ready!") usr << "\The [src] is ready!"
else else
usr.show_message("The [src.name] can be attached!") usr << "\The [src] can be attached!"
return return
@@ -123,15 +123,15 @@
attackby(obj/item/weapon/W as obj, mob/user as mob) attackby(obj/item/weapon/W as obj, mob/user as mob)
if(isscrewdriver(W)) if(isscrewdriver(W))
if(!a_left || !a_right) if(!a_left || !a_right)
user.show_message("\red BUG:Assembly part missing, please report this!") user << "\red BUG:Assembly part missing, please report this!"
return return
a_left.toggle_secure() a_left.toggle_secure()
a_right.toggle_secure() a_right.toggle_secure()
secured = !secured secured = !secured
if(secured) if(secured)
user.show_message("\blue The [src.name] is ready!") user << "\blue \The [src] is ready!"
else else
user.show_message("\blue The [src.name] can now be taken apart!") user << "\blue \The [src] can now be taken apart!"
update_icon() update_icon()
return return
else if(W.IsSpecialAssembly()) else if(W.IsSpecialAssembly())
@@ -145,7 +145,7 @@
src.add_fingerprint(user) src.add_fingerprint(user)
if(src.secured) if(src.secured)
if(!a_left || !a_right) if(!a_left || !a_right)
user.show_message("\red Assembly part missing!") user << "\red Assembly part missing!"
return return
if(istype(a_left,a_right.type))//If they are the same type it causes issues due to window code 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")) switch(alert("Which side would you like to use?",,"Left","Right"))

View File

@@ -1,6 +1,6 @@
/obj/item/device/assembly/igniter /obj/item/device/assembly/igniter
name = "igniter" name = "igniter"
desc = "A small electronic device able to ignite combustable substances. Does not function well as a lighter." desc = "A small electronic device able to ignite combustable substances."
icon_state = "igniter" icon_state = "igniter"
m_amt = 500 m_amt = 500
g_amt = 50 g_amt = 50
@@ -8,8 +8,6 @@
origin_tech = "magnets=1" origin_tech = "magnets=1"
secured = 1 secured = 1
small_icon_state_left = "igniter_left"
small_icon_state_right = "igniter_right"
activate() activate()
@@ -20,8 +18,6 @@
attack_self(mob/user as mob) attack_self(mob/user as mob)
activate()
add_fingerprint(user) add_fingerprint(user)
spawn( 5 ) return
activate()
return
return

View File

@@ -1,19 +1,17 @@
//This file was auto-corrected by findeclaration.exe on 25.5.2012 20:42:32 //This file was auto-corrected by findeclaration.exe on 25.5.2012 20:42:32
/obj/item/device/assembly/infra /obj/item/device/assembly/infra
name = "Infrared Beam" name = "infrared emitter"
desc = "Emits a visible or invisible beam and is triggered when the beam is interrupted." desc = "Emits a visible or invisible beam and is triggered when the beam is interrupted."
icon_state = "infrared_old" icon_state = "infrared"
m_amt = 1000 m_amt = 1000
g_amt = 500 g_amt = 500
w_amt = 100 w_amt = 100
origin_tech = "magnets=2" origin_tech = "magnets=2"
secured = 0 secured = 0
small_icon_state_left = "infrared_left"
small_icon_state_right = "infrared_right"
var/scanning = 0 var/on = 0
var/visible = 0 var/visible = 0
var/obj/effect/beam/i_beam/first = null var/obj/effect/beam/i_beam/first = null
@@ -23,7 +21,7 @@
activate() activate()
if(!..()) return 0//Cooldown check if(!..()) return 0//Cooldown check
src.scanning = !src.scanning on = !on
update_icon() update_icon()
return 1 return 1
@@ -33,19 +31,19 @@
if(secured) if(secured)
processing_objects.Add(src) processing_objects.Add(src)
else else
scanning = 0 on = 0
if(src.first) del(src.first) if(first) del(first)
processing_objects.Remove(src) processing_objects.Remove(src)
update_icon() update_icon()
return secured return secured
update_icon() update_icon()
src.overlays = null overlays = null
src.small_icon_state_overlays = list() attached_overlays = list()
if(scanning) if(on)
src.overlays += text("infrared_old2") overlays += "infrared_on"
src.small_icon_state_overlays += text("infrared_on") attached_overlays += "infrared_on"
if(holder) if(holder)
holder.update_icon() holder.update_icon()
@@ -53,23 +51,23 @@
process()//Old code process()//Old code
if(!scanning) if(!on)
if(src.first) if(first)
del(src.first) del(first)
return return
if((!( src.first ) && (src.secured && (istype(src.loc, /turf) || (src.holder && istype(src.holder.loc, /turf)))))) if((!(first) && (secured && (istype(loc, /turf) || (holder && istype(holder.loc, /turf))))))
var/obj/effect/beam/i_beam/I = new /obj/effect/beam/i_beam( (src.holder ? src.holder.loc : src.loc) ) var/obj/effect/beam/i_beam/I = new /obj/effect/beam/i_beam((holder ? holder.loc : loc) )
I.master = src I.master = src
I.density = 1 I.density = 1
I.dir = src.dir I.dir = dir
step(I, I.dir) step(I, I.dir)
if (I) if(I)
I.density = 0 I.density = 0
src.first = I first = I
I.vis_spread(src.visible) I.vis_spread(visible)
spawn( 0 ) spawn(0)
if (I) if(I)
//world << "infra: setting limit" //world << "infra: setting limit"
I.limit = 8 I.limit = 8
//world << "infra: processing beam \ref[I]" //world << "infra: processing beam \ref[I]"
@@ -79,31 +77,30 @@
attack_hand() attack_hand()
del(src.first) del(first)
..() ..()
return return
Move() Move()
var/t = src.dir var/t = dir
..() ..()
src.dir = t dir = t
del(src.first) del(first)
return return
holder_movement() holder_movement()
if(!holder) return 0 if(!holder) return 0
// src.dir = holder.dir // dir = holder.dir
del(src.first) del(first)
return 1 return 1
trigger_beam() trigger_beam()
if((!secured)||(!scanning)||(cooldown > 0)) return 0 if((!secured)||(!on)||(cooldown > 0)) return 0
pulse(0) pulse(0)
for(var/mob/O in hearers(null, null)) visible_message("\icon[src] *beep* *beep*")
O.show_message(text("\icon[] *beep* *beep*", src), 3, "*beep* *beep*", 2)
cooldown = 2 cooldown = 2
spawn(10) spawn(10)
process_cooldown() process_cooldown()
@@ -113,7 +110,7 @@
interact(mob/user as mob)//TODO: change this this to the wire control panel interact(mob/user as mob)//TODO: change this this to the wire control panel
if(!secured) return if(!secured) return
user.machine = src user.machine = src
var/dat = text("<TT><B>Infrared Laser</B>\n<B>Status</B>: []<BR>\n<B>Visibility</B>: []<BR>\n</TT>", (src.scanning ? text("<A href='?src=\ref[];state=0'>On</A>", src) : text("<A href='?src=\ref[];state=1'>Off</A>", src)), (src.visible ? text("<A href='?src=\ref[];visible=0'>Visible</A>", src) : text("<A href='?src=\ref[];visible=1'>Invisible</A>", src))) var/dat = text("<TT><B>Infrared Laser</B>\n<B>Status</B>: []<BR>\n<B>Visibility</B>: []<BR>\n</TT>", (on ? text("<A href='?src=\ref[];state=0'>On</A>", src) : text("<A href='?src=\ref[];state=1'>Off</A>", src)), (src.visible ? text("<A href='?src=\ref[];visible=0'>Visible</A>", src) : text("<A href='?src=\ref[];visible=1'>Invisible</A>", src)))
dat += "<BR><BR><A href='?src=\ref[src];refresh=1'>Refresh</A>" dat += "<BR><BR><A href='?src=\ref[src];refresh=1'>Refresh</A>"
dat += "<BR><BR><A href='?src=\ref[src];close=1'>Close</A>" dat += "<BR><BR><A href='?src=\ref[src];close=1'>Close</A>"
user << browse(dat, "window=infra") user << browse(dat, "window=infra")
@@ -128,22 +125,22 @@
onclose(usr, "infra") onclose(usr, "infra")
return return
if (href_list["state"]) if(href_list["state"])
src.scanning = !(src.scanning) on = !(on)
update_icon() update_icon()
if (href_list["visible"]) if(href_list["visible"])
src.visible = !(src.visible) visible = !(visible)
spawn( 0 ) spawn(0)
if(src.first) if(first)
src.first.vis_spread(src.visible) first.vis_spread(visible)
if (href_list["close"]) if(href_list["close"])
usr << browse(null, "window=infra") usr << browse(null, "window=infra")
return return
if(usr) if(usr)
src.attack_self(usr) attack_self(usr)
return return
@@ -153,7 +150,7 @@
set category = "Object" set category = "Object"
set src in usr set src in usr
src.dir = turn(src.dir, 90) dir = turn(dir, 90)
return return
@@ -175,63 +172,62 @@
/obj/effect/beam/i_beam/proc/hit() /obj/effect/beam/i_beam/proc/hit()
//world << "beam \ref[src]: hit" //world << "beam \ref[src]: hit"
if(src.master) if(master)
//world << "beam hit \ref[src]: calling master \ref[master].hit" //world << "beam hit \ref[src]: calling master \ref[master].hit"
src.master.trigger_beam() master.trigger_beam()
del(src) del(src)
return return
/obj/effect/beam/i_beam/proc/vis_spread(v) /obj/effect/beam/i_beam/proc/vis_spread(v)
//world << "i_beam \ref[src] : vis_spread" //world << "i_beam \ref[src] : vis_spread"
src.visible = v visible = v
spawn(0) spawn(0)
if(src.next) if(next)
//world << "i_beam \ref[src] : is next [next.type] \ref[next], calling spread" //world << "i_beam \ref[src] : is next [next.type] \ref[next], calling spread"
src.next.vis_spread(v) next.vis_spread(v)
return return
return return
/obj/effect/beam/i_beam/process() /obj/effect/beam/i_beam/process()
//world << "i_beam \ref[src] : process" //world << "i_beam \ref[src] : process"
if((src.loc.density || !( src.master ))) if((loc.density || !(master)))
//SN src = null
// world << "beam hit loc [loc] or no master [master], deleting" // world << "beam hit loc [loc] or no master [master], deleting"
del(src) del(src)
return return
//world << "proccess: [src.left] left" //world << "proccess: [src.left] left"
if(src.left > 0) if(left > 0)
src.left-- left--
if(src.left < 1) if(left < 1)
if(!( src.visible )) if(!(visible))
src.invisibility = 101 invisibility = 101
else else
src.invisibility = 0 invisibility = 0
else else
src.invisibility = 0 invisibility = 0
//world << "now [src.left] left" //world << "now [src.left] left"
var/obj/effect/beam/i_beam/I = new /obj/effect/beam/i_beam( src.loc ) var/obj/effect/beam/i_beam/I = new /obj/effect/beam/i_beam(loc)
I.master = src.master I.master = master
I.density = 1 I.density = 1
I.dir = src.dir I.dir = dir
//world << "created new beam \ref[I] at [I.x] [I.y] [I.z]" //world << "created new beam \ref[I] at [I.x] [I.y] [I.z]"
step(I, I.dir) step(I, I.dir)
if(I) if(I)
//world << "step worked, now at [I.x] [I.y] [I.z]" //world << "step worked, now at [I.x] [I.y] [I.z]"
if (!( src.next )) if(!(next))
//world << "no src.next" //world << "no next"
I.density = 0 I.density = 0
//world << "spreading" //world << "spreading"
I.vis_spread(src.visible) I.vis_spread(visible)
src.next = I next = I
spawn( 0 ) spawn(0)
//world << "limit = [src.limit] " //world << "limit = [limit] "
if ((I && src.limit > 0)) if((I && limit > 0))
I.limit = src.limit - 1 I.limit = limit - 1
//world << "calling next process" //world << "calling next process"
I.process() I.process()
return return
@@ -239,10 +235,10 @@
//world << "is a next: \ref[next], deleting beam \ref[I]" //world << "is a next: \ref[next], deleting beam \ref[I]"
del(I) del(I)
else else
//world << "step failed, deleting \ref[src.next]" //world << "step failed, deleting \ref[next]"
del(src.next) del(next)
spawn(10) spawn(10)
src.process() process()
return return
return return
@@ -251,18 +247,18 @@
return return
/obj/effect/beam/i_beam/Bumped() /obj/effect/beam/i_beam/Bumped()
src.hit() hit()
return return
/obj/effect/beam/i_beam/HasEntered(atom/movable/AM as mob|obj) /obj/effect/beam/i_beam/HasEntered(atom/movable/AM as mob|obj)
if(istype(AM, /obj/effect/beam)) if(istype(AM, /obj/effect/beam))
return return
spawn( 0 ) spawn(0)
src.hit() hit()
return return
return return
/obj/effect/beam/i_beam/Del() /obj/effect/beam/i_beam/Del()
del(src.next) del(next)
..() ..()
return return

View File

@@ -1,5 +1,3 @@
//This file was auto-corrected by findeclaration.exe on 25.5.2012 20:42:32
/obj/item/device/assembly/prox_sensor /obj/item/device/assembly/prox_sensor
name = "proximity sensor" name = "proximity sensor"
desc = "Used for scanning and alerting when someone enters a certain proximity." desc = "Used for scanning and alerting when someone enters a certain proximity."
@@ -10,8 +8,6 @@
origin_tech = "magnets=1" origin_tech = "magnets=1"
secured = 0 secured = 0
small_icon_state_left = "prox_left"
small_icon_state_right = "prox_right"
var/scanning = 0 var/scanning = 0
var/timing = 0 var/timing = 0
@@ -50,8 +46,7 @@
sense() sense()
if((!secured)||(!scanning)||(cooldown > 0)) return 0 if((!secured)||(!scanning)||(cooldown > 0)) return 0
pulse(0) pulse(0)
for(var/mob/O in hearers(null, null)) visible_message("\icon[src] *beep* *beep*", "*beep* *beep*")
O.show_message(text("\icon[] *beep* *beep*", src), 3, "*beep* *beep*", 2)
cooldown = 2 cooldown = 2
spawn(10) spawn(10)
process_cooldown() process_cooldown()
@@ -84,13 +79,13 @@
update_icon() update_icon()
overlays = null overlays = null
small_icon_state_overlays = list() attached_overlays = list()
if(timing) if(timing)
overlays += text("prox_timing") overlays += "prox_timing"
small_icon_state_overlays += text("prox_timing") attached_overlays += "prox_timing"
if(scanning) if(scanning)
overlays += text("prox_scanning") overlays += "prox_scanning"
small_icon_state_overlays += text("prox_scanning") attached_overlays += "prox_scanning"
if(holder) if(holder)
holder.update_icon() holder.update_icon()
return return

View File

@@ -1,7 +1,5 @@
//This file was auto-corrected by findeclaration.exe on 25.5.2012 20:42:32
/obj/item/device/assembly/signaler /obj/item/device/assembly/signaler
name = "Remote Signaling Device" name = "remote signaling device"
desc = "Used to remotely activate devices." desc = "Used to remotely activate devices."
icon_state = "signaller" icon_state = "signaller"
item_state = "signaler" item_state = "signaler"
@@ -12,8 +10,6 @@
wires = WIRE_RECEIVE | WIRE_PULSE | WIRE_RADIO_PULSE | WIRE_RADIO_RECEIVE wires = WIRE_RECEIVE | WIRE_PULSE | WIRE_RADIO_PULSE | WIRE_RADIO_RECEIVE
secured = 1 secured = 1
small_icon_state_left = "signaller_left"
small_icon_state_right = "signaller_right"
var/code = 30 var/code = 30
var/frequency = 1457 var/frequency = 1457

View File

@@ -1,5 +1,3 @@
//This file was auto-corrected by findeclaration.exe on 25.5.2012 20:42:32
/obj/item/device/assembly/timer /obj/item/device/assembly/timer
name = "timer" name = "timer"
desc = "Used to time things. Works well with contraptions which has to count down. Tick tock." desc = "Used to time things. Works well with contraptions which has to count down. Tick tock."
@@ -10,8 +8,6 @@
origin_tech = "magnets=1" origin_tech = "magnets=1"
secured = 0 secured = 0
small_icon_state_left = "timer_left"
small_icon_state_right = "timer_right"
var/timing = 0 var/timing = 0
var/time = 10 var/time = 10
@@ -61,10 +57,10 @@
update_icon() update_icon()
overlays = null overlays = null
small_icon_state_overlays = list() attached_overlays = list()
if(timing) if(timing)
overlays += text("timer_timing") overlays += "timer_timing"
small_icon_state_overlays += text("timer_timing") attached_overlays += "timer_timing"
if(holder) if(holder)
holder.update_icon() holder.update_icon()
return return

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@@ -613,7 +613,6 @@
#include "code\game\objects\items\devices\chameleonproj.dm" #include "code\game\objects\items\devices\chameleonproj.dm"
#include "code\game\objects\items\devices\flash.dm" #include "code\game\objects\items\devices\flash.dm"
#include "code\game\objects\items\devices\flashlight.dm" #include "code\game\objects\items\devices\flashlight.dm"
#include "code\game\objects\items\devices\infra_sensor.dm"
#include "code\game\objects\items\devices\lightreplacer.dm" #include "code\game\objects\items\devices\lightreplacer.dm"
#include "code\game\objects\items\devices\multitool.dm" #include "code\game\objects\items\devices\multitool.dm"
#include "code\game\objects\items\devices\paicard.dm" #include "code\game\objects\items\devices\paicard.dm"
@@ -808,6 +807,7 @@
#include "code\modules\admin\verbs\ticklag.dm" #include "code\modules\admin\verbs\ticklag.dm"
#include "code\modules\admin\verbs\tripAI.dm" #include "code\modules\admin\verbs\tripAI.dm"
#include "code\modules\assembly\assembly.dm" #include "code\modules\assembly\assembly.dm"
#include "code\modules\assembly\helpers.dm"
#include "code\modules\assembly\holder.dm" #include "code\modules\assembly\holder.dm"
#include "code\modules\assembly\igniter.dm" #include "code\modules\assembly\igniter.dm"
#include "code\modules\assembly\infrared.dm" #include "code\modules\assembly\infrared.dm"