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https://github.com/vgstation-coders/vgstation13.git
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All credits to the author for this handy little script. I Committed the modified python script to tool directory. Although it needs to be in the root folder of your repo to work. To notice the improved compile times, in dreammaker go to Build > Preferences > and untick "automatically set file_dir for subfolders" If this commit inteferes with any large projects just revert it, do your thing, then rerun the script. Easy-peasy. git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4488 316c924e-a436-60f5-8080-3fe189b3f50e
111 lines
3.3 KiB
Plaintext
111 lines
3.3 KiB
Plaintext
//This file was auto-corrected by findeclaration.exe on 25.5.2012 20:42:33
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/*
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Destructive Analyzer
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It is used to destroy hand-held objects and advance technological research. Controls are in the linked R&D console.
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Note: Must be placed within 3 tiles of the R&D Console
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*/
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/obj/machinery/r_n_d/destructive_analyzer
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name = "Destructive Analyzer"
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icon_state = "d_analyzer"
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var/obj/item/weapon/loaded_item = null
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var/decon_mod = 1
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/obj/machinery/r_n_d/destructive_analyzer/New()
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..()
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component_parts = list()
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component_parts += new /obj/item/weapon/circuitboard/destructive_analyzer(src)
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component_parts += new /obj/item/weapon/stock_parts/scanning_module(src)
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component_parts += new /obj/item/weapon/stock_parts/manipulator(src)
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component_parts += new /obj/item/weapon/stock_parts/micro_laser(src)
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RefreshParts()
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/obj/machinery/r_n_d/destructive_analyzer/RefreshParts()
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var/T = 0
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for(var/obj/item/weapon/stock_parts/S in src)
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T += S.rating * 0.1
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T = between (0, T, 1)
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decon_mod = T
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/obj/machinery/r_n_d/destructive_analyzer/meteorhit()
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del(src)
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return
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/obj/machinery/r_n_d/destructive_analyzer/proc/ConvertReqString2List(var/list/source_list)
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var/list/temp_list = params2list(source_list)
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for(var/O in temp_list)
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temp_list[O] = text2num(temp_list[O])
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return temp_list
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/obj/machinery/r_n_d/destructive_analyzer/attackby(var/obj/O as obj, var/mob/user as mob)
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if (shocked)
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shock(user,50)
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if (istype(O, /obj/item/weapon/screwdriver))
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if (!opened)
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opened = 1
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if(linked_console)
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linked_console.linked_destroy = null
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linked_console = null
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icon_state = "d_analyzer_t"
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user << "You open the maintenance hatch of [src]."
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else
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opened = 0
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icon_state = "d_analyzer"
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user << "You close the maintenance hatch of [src]."
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return
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if (opened)
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if(istype(O, /obj/item/weapon/crowbar))
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playsound(src.loc, 'sound/items/Crowbar.ogg', 50, 1)
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var/obj/machinery/constructable_frame/machine_frame/M = new /obj/machinery/constructable_frame/machine_frame(src.loc)
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M.state = 2
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M.icon_state = "box_1"
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for(var/obj/I in component_parts)
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I.loc = src.loc
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del(src)
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return 1
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else
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user << "\red You can't load the [src.name] while it's opened."
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return 1
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if (disabled)
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return
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if (!linked_console)
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user << "\red The protolathe must be linked to an R&D console first!"
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return
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if (busy)
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user << "\red The protolathe is busy right now."
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return
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if (istype(O, /obj/item) && !loaded_item)
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if(!O.origin_tech)
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user << "\red This doesn't seem to have a tech origin!"
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return
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var/list/temp_tech = ConvertReqString2List(O.origin_tech)
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if (temp_tech.len == 0)
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user << "\red You cannot deconstruct this item!"
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return
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if(O.reliability < 90 && O.crit_fail == 0)
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usr << "\red Item is neither reliable enough or broken enough to learn from."
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return
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busy = 1
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loaded_item = O
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user.drop_item()
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O.loc = src
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user << "\blue You add the [O.name] to the machine!"
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flick("d_analyzer_la", src)
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spawn(10)
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icon_state = "d_analyzer_l"
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busy = 0
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return
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//For testing purposes only.
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/*/obj/item/weapon/deconstruction_test
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name = "Test Item"
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desc = "WTF?"
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icon = 'icons/obj/weapons.dmi'
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icon_state = "d20"
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g_amt = 5000
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m_amt = 5000
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origin_tech = "materials=5;plasmatech=5;syndicate=5;programming=9"*/
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