mirror of
https://github.com/vgstation-coders/vgstation13.git
synced 2025-12-10 02:16:05 +00:00
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
951 lines
25 KiB
Plaintext
951 lines
25 KiB
Plaintext
/*/obj/item/assembly
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name = "assembly"
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icon = 'icons/obj/assemblies.dmi'
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item_state = "assembly"
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var/status = 0.0
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throwforce = 10
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w_class = 3.0
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throw_speed = 4
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throw_range = 10
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/obj/item/assembly/a_i_a
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name = "Health-Analyzer/Igniter/Armor Assembly"
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desc = "A health-analyzer, igniter and armor assembly."
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icon_state = "armor-igniter-analyzer"
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var/obj/item/device/healthanalyzer/part1 = null
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var/obj/item/device/igniter/part2 = null
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var/obj/item/clothing/suit/armor/vest/part3 = null
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status = null
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flags = FPRINT | TABLEPASS| CONDUCT
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/obj/item/assembly/m_i_ptank
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desc = "A very intricate igniter and proximity sensor electrical assembly mounted onto top of a plasma tank."
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name = "Proximity/Igniter/Plasma Tank Assembly"
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icon_state = "prox-igniter-tank0"
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var/obj/item/device/prox_sensor/part1 = null
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var/obj/item/device/igniter/part2 = null
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var/obj/item/weapon/tank/plasma/part3 = null
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status = 0.0
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flags = FPRINT | TABLEPASS| CONDUCT
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/obj/item/assembly/prox_ignite
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name = "Proximity/Igniter Assembly"
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desc = "A proximity-activated igniter assembly."
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icon_state = "prox-igniter0"
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var/obj/item/device/prox_sensor/part1 = null
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var/obj/item/device/igniter/part2 = null
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status = null
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flags = FPRINT | TABLEPASS| CONDUCT
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/obj/item/assembly/r_i_ptank
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desc = "A very intricate igniter and signaller electrical assembly mounted onto top of a plasma tank."
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name = "Radio/Igniter/Plasma Tank Assembly"
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icon_state = "radio-igniter-tank"
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var/obj/item/device/radio/signaler/part1 = null
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var/obj/item/device/igniter/part2 = null
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var/obj/item/weapon/tank/plasma/part3 = null
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status = 0.0
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flags = FPRINT | TABLEPASS| CONDUCT
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/obj/item/assembly/anal_ignite
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name = "Health-Analyzer/Igniter Assembly"
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desc = "A health-analyzer igniter assembly."
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icon_state = "timer-igniter0"
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var/obj/item/device/healthanalyzer/part1 = null
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var/obj/item/device/igniter/part2 = null
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status = null
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flags = FPRINT | TABLEPASS| CONDUCT
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item_state = "electronic"
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/obj/item/assembly/time_ignite
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name = "Timer/Igniter Assembly"
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desc = "A timer-activated igniter assembly."
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icon_state = "timer-igniter0"
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var/obj/item/device/timer/part1 = null
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var/obj/item/device/igniter/part2 = null
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status = null
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flags = FPRINT | TABLEPASS| CONDUCT
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/obj/item/assembly/t_i_ptank
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desc = "A very intricate igniter and timer assembly mounted onto top of a plasma tank."
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name = "Timer/Igniter/Plasma Tank Assembly"
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icon_state = "timer-igniter-tank0"
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var/obj/item/device/timer/part1 = null
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var/obj/item/device/igniter/part2 = null
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var/obj/item/weapon/tank/plasma/part3 = null
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status = 0.0
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flags = FPRINT | TABLEPASS| CONDUCT
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/obj/item/assembly/rad_ignite
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name = "Radio/Igniter Assembly"
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desc = "A radio-activated igniter assembly."
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icon_state = "radio-igniter"
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var/obj/item/device/radio/signaler/part1 = null
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var/obj/item/device/igniter/part2 = null
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status = null
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flags = FPRINT | TABLEPASS| CONDUCT
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/obj/item/assembly/rad_infra
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name = "Signaller/Infrared Assembly"
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desc = "An infrared-activated radio signaller"
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icon_state = "infrared-radio0"
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var/obj/item/device/radio/signaler/part1 = null
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var/obj/item/device/infra/part2 = null
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status = null
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flags = FPRINT | TABLEPASS| CONDUCT
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/obj/item/assembly/rad_prox
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name = "Signaller/Prox Sensor Assembly"
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desc = "A proximity-activated radio signaller."
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icon_state = "prox-radio0"
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var/obj/item/device/radio/signaler/part1 = null
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var/obj/item/device/prox_sensor/part2 = null
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status = null
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flags = FPRINT | TABLEPASS| CONDUCT
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/obj/item/assembly/rad_time
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name = "Signaller/Timer Assembly"
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desc = "A radio signaller activated by a count-down timer."
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icon_state = "timer-radio0"
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var/obj/item/device/radio/signaler/part1 = null
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var/obj/item/device/timer/part2 = null
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status = null
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flags = FPRINT | TABLEPASS| CONDUCT
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*/
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/obj/item/assembly/time_ignite/premade/New()
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..()
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part1 = new(src)
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part2 = new(src)
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part1.master = src
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part2.master = src
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//part2.status = 0
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/obj/item/assembly/time_ignite/Del()
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del(part1)
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del(part2)
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..()
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/obj/item/assembly/time_ignite/attack_self(mob/user as mob)
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if (src.part1)
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src.part1.attack_self(user, src.status)
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src.add_fingerprint(user)
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return
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/obj/item/assembly/time_ignite/receive_signal()
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if (!status)
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return
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for(var/mob/O in hearers(1, src.loc))
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O.show_message(text("\icon[] *beep* *beep*", src), 3, "*beep* *beep*", 2)
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src.part2.Activate()
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return
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/obj/effect/decal/ash/attack_hand(mob/user as mob)
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usr << "\blue The ashes slip through your fingers."
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del(src)
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return
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/obj/item/assembly/time_ignite/attackby(obj/item/weapon/W as obj, mob/user as mob)
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..()
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if ((istype(W, /obj/item/weapon/wrench) && !( src.status )))
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var/turf/T = src.loc
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if (ismob(T))
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T = T.loc
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src.part1.loc = T
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src.part1.master = null
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src.part1 = null
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src.part2.loc = T
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src.part2.master = null
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src.part2 = null
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del(src)
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return
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if (!( istype(W, /obj/item/weapon/screwdriver) ))
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return
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src.status = !( src.status )
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if (src.status)
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user.show_message("\blue The timer is now secured!", 1)
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else
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user.show_message("\blue The timer is now unsecured!", 1)
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src.part2.secured = src.status
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src.add_fingerprint(user)
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return
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/obj/item/assembly/time_ignite/c_state(n)
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src.icon_state = text("timer-igniter[]", n)
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return
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//***********
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/obj/item/assembly/anal_ignite/attackby(obj/item/weapon/W as obj, mob/user as mob)
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..()
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if ((istype(W, /obj/item/weapon/wrench) && !( src.status )))
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var/turf/T = src.loc
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if (ismob(T))
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T = T.loc
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src.part1.loc = T
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src.part1.master = null
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src.part1 = null
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src.part2.loc = T
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src.part2.master = null
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src.part2 = null
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del(src)
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return
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if (( istype(W, /obj/item/weapon/screwdriver) ))
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src.status = !( src.status )
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if (src.status)
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user.show_message("\blue The analyzer is now secured!", 1)
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else
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user.show_message("\blue The analyzer is now unsecured!", 1)
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src.part2.secured = src.status
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src.add_fingerprint(user)
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if(( istype(W, /obj/item/clothing/suit/armor/vest) ) && src.status)
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var/obj/item/assembly/a_i_a/R = new
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R.part1 = part1
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R.part1.master = R
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part1 = null
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R.part2 = part2
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R.part2.master = R
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part2 = null
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user.put_in_hand(R)
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user.before_take_item(W)
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R.part3 = W
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R.part3.master = R
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del(src)
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/* WTF THIS SHIT? It is working? Shouldn't. --rastaf0
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W.loc = R
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R.part1 = W
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R.part2 = W
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W.layer = initial(W.layer)
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if (user.client)
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user.client.screen -= W
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if (user.r_hand == W)
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user.u_equip(W)
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user.r_hand = R
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else
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user.u_equip(W)
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user.l_hand = R
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W.master = R
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src.master = R
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src.layer = initial(src.layer)
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user.u_equip(src)
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if (user.client)
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user.client.screen -= src
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src.loc = R
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R.part3 = src
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R.layer = 20
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R.loc = user
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src.add_fingerprint(user)
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*/
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return
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/* else if ((istype(W, /obj/item/device/timer) && !( src.status )))
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var/obj/item/assembly/time_ignite/R = new /obj/item/assembly/time_ignite( user )
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W.loc = R
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R.part1 = W
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W.layer = initial(W.layer)
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if (user.client)
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user.client.screen -= W
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if (user.r_hand == W)
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user.u_equip(W)
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user.r_hand = R
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else
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user.u_equip(W)
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user.l_hand = R
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W.master = R
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src.master = R
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src.layer = initial(src.layer)
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user.u_equip(src)
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if (user.client)
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user.client.screen -= src
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src.loc = R
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R.part2 = src
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R.layer = 20
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R.loc = user
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src.add_fingerprint(user)
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*/
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/obj/item/assembly/proc/c_state(n, O as obj)
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return
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/obj/item/assembly/a_i_a/attackby(obj/item/weapon/W as obj, mob/user as mob)
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..()
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if ((istype(W, /obj/item/weapon/wrench) && !( src.status )))
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var/turf/T = src.loc
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if (ismob(T))
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T = T.loc
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src.part1.loc = T
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src.part1.master = null
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src.part1 = null
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src.part2.loc = T
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src.part2.master = null
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src.part2 = null
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src.part3.loc = T
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src.part3.master = null
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src.part3 = null
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del(src)
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return
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if (( istype(W, /obj/item/weapon/screwdriver) ))
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if (!src.status && (!part1||!part2||!part3))
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user << "\red You cannot finish the assembly, not all components are in place!"
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return
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src.status = !( src.status )
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if (src.status)
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user.show_message("\blue The armor is now secured!", 1)
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else
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user.show_message("\blue The armor is now unsecured!", 1)
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src.add_fingerprint(user)
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/obj/item/assembly/a_i_a/Del()
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//src.part1 = null
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del(src.part1)
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//src.part2 = null
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del(src.part2)
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del(src.part3)
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..()
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return
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//*****
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/obj/item/assembly/rad_time/Del()
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//src.part1 = null
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del(src.part1)
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//src.part2 = null
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del(src.part2)
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..()
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return
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/obj/item/assembly/rad_time/attackby(obj/item/weapon/W as obj, mob/user as mob)
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..()
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if ((istype(W, /obj/item/weapon/wrench) && !( src.status )))
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var/turf/T = src.loc
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if (ismob(T))
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T = T.loc
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src.part1.loc = T
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src.part2.loc = T
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src.part1.master = null
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src.part2.master = null
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src.part1 = null
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src.part2 = null
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//SN src = null
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del(src)
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return
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if (!( istype(W, /obj/item/weapon/screwdriver) ))
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return
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src.status = !( src.status )
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if (src.status)
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user.show_message("\blue The signaler is now secured!", 1)
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else
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user.show_message("\blue The signaler is now unsecured!", 1)
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src.part1.b_stat = !( src.status )
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src.add_fingerprint(user)
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return
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/obj/item/assembly/rad_time/attack_self(mob/user as mob)
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src.part1.attack_self(user, src.status)
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src.part2.attack_self(user, src.status)
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src.add_fingerprint(user)
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return
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/obj/item/assembly/rad_time/receive_signal(datum/signal/signal)
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if (signal.source == src.part2)
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src.part1.send_signal("ACTIVATE")
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return
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//*******************
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/obj/item/assembly/rad_prox/c_state(n)
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src.icon_state = "prox-radio[n]"
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return
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/obj/item/assembly/rad_prox/Del()
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//src.part1 = null
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del(src.part1)
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//src.part2 = null
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del(src.part2)
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..()
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return
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/obj/item/assembly/rad_prox/HasProximity(atom/movable/AM as mob|obj)
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if (istype(AM, /obj/effect/beam))
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return
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if (AM.move_speed < 12)
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src.part2.sense()
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return
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/obj/item/assembly/rad_prox/attackby(obj/item/weapon/W as obj, mob/user as mob)
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..()
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if ((istype(W, /obj/item/weapon/wrench) && !( src.status )))
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var/turf/T = src.loc
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if (ismob(T))
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T = T.loc
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src.part1.loc = T
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src.part2.loc = T
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src.part1.master = null
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src.part2.master = null
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src.part1 = null
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src.part2 = null
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//SN src = null
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del(src)
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return
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if (!( istype(W, /obj/item/weapon/screwdriver) ))
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return
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src.status = !( src.status )
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if (src.status)
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user.show_message("\blue The proximity sensor is now secured!", 1)
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else
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user.show_message("\blue The proximity sensor is now unsecured!", 1)
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src.part1.b_stat = !( src.status )
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src.add_fingerprint(user)
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return
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/obj/item/assembly/rad_prox/attack_self(mob/user as mob)
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src.part1.attack_self(user, src.status)
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src.part2.attack_self(user, src.status)
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src.add_fingerprint(user)
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return
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/obj/item/assembly/rad_prox/receive_signal(datum/signal/signal)
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if (signal.source == src.part2)
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src.part1.send_signal("ACTIVATE")
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return
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/obj/item/assembly/rad_prox/Move()
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..()
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src.part2.sense()
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return
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/obj/item/assembly/rad_prox/attack_paw(mob/user as mob)
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return src.attack_hand(user)
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/obj/item/assembly/rad_prox/dropped()
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spawn( 0 )
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src.part2.sense()
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return
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return
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//************************
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/obj/item/assembly/rad_infra/c_state(n)
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src.icon_state = text("infrared-radio[]", n)
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return
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/obj/item/assembly/rad_infra/Del()
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del(src.part1)
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del(src.part2)
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..()
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return
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/obj/item/assembly/rad_infra/attackby(obj/item/weapon/W as obj, mob/user as mob)
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..()
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if ((istype(W, /obj/item/weapon/wrench) && !( src.status )))
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var/turf/T = src.loc
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if (ismob(T))
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T = T.loc
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src.part1.loc = T
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src.part2.loc = T
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src.part1.master = null
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src.part2.master = null
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src.part1 = null
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src.part2 = null
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//SN src = null
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del(src)
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return
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if (!( istype(W, /obj/item/weapon/screwdriver) ))
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return
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src.status = !( src.status )
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if (src.status)
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user.show_message("\blue The infrared laser is now secured!", 1)
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else
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user.show_message("\blue The infrared laser is now unsecured!", 1)
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src.part1.b_stat = !( src.status )
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src.add_fingerprint(user)
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return
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/obj/item/assembly/rad_infra/attack_self(mob/user as mob)
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src.part1.attack_self(user, src.status)
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src.part2.attack_self(user, src.status)
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src.add_fingerprint(user)
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return
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/obj/item/assembly/rad_infra/receive_signal(datum/signal/signal)
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if (signal.source == src.part2)
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src.part1.send_signal("ACTIVATE")
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return
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/obj/item/assembly/rad_infra/verb/rotate()
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set name = "Rotate Assembly"
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set category = "Object"
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set src in usr
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src.dir = turn(src.dir, 90)
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src.part2.dir = src.dir
|
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src.add_fingerprint(usr)
|
|
return
|
|
|
|
/obj/item/assembly/rad_infra/Move()
|
|
|
|
var/t = src.dir
|
|
..()
|
|
src.dir = t
|
|
//src.part2.first = null
|
|
del(src.part2.first)
|
|
return
|
|
|
|
/obj/item/assembly/rad_infra/attack_paw(mob/user as mob)
|
|
return src.attack_hand(user)
|
|
|
|
/obj/item/assembly/rad_infra/attack_hand(M)
|
|
del(src.part2.first)
|
|
..()
|
|
return
|
|
|
|
/obj/item/assembly/prox_ignite/HasProximity(atom/movable/AM as mob|obj)
|
|
|
|
if (istype(AM, /obj/effect/beam))
|
|
return
|
|
if (AM.move_speed < 12 && src.part1)
|
|
src.part1.sense()
|
|
return
|
|
|
|
/obj/item/assembly/prox_ignite/dropped()
|
|
spawn( 0 )
|
|
src.part1.sense()
|
|
return
|
|
return
|
|
|
|
/obj/item/assembly/prox_ignite/Del()
|
|
del(src.part1)
|
|
del(src.part2)
|
|
..()
|
|
return
|
|
|
|
/obj/item/assembly/prox_ignite/c_state(n)
|
|
src.icon_state = text("prox-igniter[]", n)
|
|
return
|
|
|
|
/obj/item/assembly/prox_ignite/attackby(obj/item/weapon/W as obj, mob/user as mob)
|
|
..()
|
|
if ((istype(W, /obj/item/weapon/wrench) && !( src.status )))
|
|
var/turf/T = src.loc
|
|
if (ismob(T))
|
|
T = T.loc
|
|
src.part1.loc = T
|
|
src.part2.loc = T
|
|
src.part1.master = null
|
|
src.part2.master = null
|
|
src.part1 = null
|
|
src.part2 = null
|
|
//SN src = null
|
|
del(src)
|
|
return
|
|
if (!( istype(W, /obj/item/weapon/screwdriver) ))
|
|
return
|
|
src.status = !( src.status )
|
|
if (src.status)
|
|
user.show_message("\blue The proximity sensor is now secured! The igniter now works!", 1)
|
|
else
|
|
user.show_message("\blue The proximity sensor is now unsecured! The igniter will not work.", 1)
|
|
src.part2.secured = src.status
|
|
src.add_fingerprint(user)
|
|
return
|
|
|
|
/obj/item/assembly/prox_ignite/attack_self(mob/user as mob)
|
|
|
|
if (src.part1)
|
|
src.part1.attack_self(user, src.status)
|
|
src.add_fingerprint(user)
|
|
return
|
|
|
|
/obj/item/assembly/prox_ignite/receive_signal()
|
|
for(var/mob/O in hearers(1, src.loc))
|
|
O.show_message(text("\icon[] *beep* *beep*", src), 3, "*beep* *beep*", 2)
|
|
src.part2.Activate()
|
|
return
|
|
|
|
/obj/item/assembly/rad_ignite/Del()
|
|
del(src.part1)
|
|
del(src.part2)
|
|
..()
|
|
return
|
|
|
|
|
|
|
|
/obj/item/assembly/rad_ignite/attackby(obj/item/weapon/W as obj, mob/user as mob)
|
|
..()
|
|
if ((istype(W, /obj/item/weapon/wrench) && !( src.status )))
|
|
var/turf/T = src.loc
|
|
if (ismob(T))
|
|
T = T.loc
|
|
src.part1.loc = T
|
|
src.part2.loc = T
|
|
src.part1.master = null
|
|
src.part2.master = null
|
|
src.part1 = null
|
|
src.part2 = null
|
|
//SN src = null
|
|
del(src)
|
|
return
|
|
if (!( istype(W, /obj/item/weapon/screwdriver) ))
|
|
return
|
|
src.status = !( src.status )
|
|
if (src.status)
|
|
user.show_message("\blue The radio is now secured! The igniter now works!", 1)
|
|
else
|
|
user.show_message("\blue The radio is now unsecured! The igniter will not work.", 1)
|
|
src.part2.secured = src.status
|
|
src.part1.b_stat = !( src.status )
|
|
src.add_fingerprint(user)
|
|
return
|
|
|
|
/obj/item/assembly/rad_ignite/attack_self(mob/user as mob)
|
|
|
|
if (src.part1)
|
|
src.part1.attack_self(user, src.status)
|
|
src.add_fingerprint(user)
|
|
return
|
|
|
|
/obj/item/assembly/rad_ignite/receive_signal()
|
|
for(var/mob/O in hearers(1, src.loc))
|
|
O.show_message(text("\icon[] *beep* *beep*", src), 3, "*beep* *beep*", 2)
|
|
src.part2.Activate()
|
|
return
|
|
|
|
/obj/item/assembly/m_i_ptank/c_state(n)
|
|
|
|
src.icon_state = text("prox-igniter-tank[]", n)
|
|
return
|
|
|
|
/obj/item/assembly/m_i_ptank/HasProximity(atom/movable/AM as mob|obj)
|
|
if (istype(AM, /obj/effect/beam))
|
|
return
|
|
if (AM.move_speed < 12 && src.part1)
|
|
src.part1.sense()
|
|
return
|
|
|
|
|
|
//*****RM
|
|
/obj/item/assembly/m_i_ptank/Bump(atom/O)
|
|
spawn(0)
|
|
//world << "miptank bumped into [O]"
|
|
if(src.part1.secured)
|
|
//world << "sending signal"
|
|
receive_signal()
|
|
else
|
|
//world << "not active"
|
|
..()
|
|
|
|
/obj/item/assembly/m_i_ptank/proc/prox_check()
|
|
if(!part1 || !part1.secured)
|
|
return
|
|
for(var/atom/A in view(1, src.loc))
|
|
if(A!=src && !istype(A, /turf/space) && !isarea(A))
|
|
//world << "[A]:[A.type] was sensed"
|
|
src.part1.sense()
|
|
break
|
|
|
|
spawn(10)
|
|
prox_check()
|
|
|
|
|
|
//*****
|
|
|
|
|
|
/obj/item/assembly/m_i_ptank/dropped()
|
|
|
|
spawn( 0 )
|
|
part1.sense()
|
|
return
|
|
return
|
|
|
|
/obj/item/assembly/m_i_ptank/examine()
|
|
..()
|
|
part3.examine()
|
|
|
|
/obj/item/assembly/m_i_ptank/Del()
|
|
|
|
//src.part1 = null
|
|
del(src.part1)
|
|
//src.part2 = null
|
|
del(src.part2)
|
|
//src.part3 = null
|
|
del(src.part3)
|
|
..()
|
|
return
|
|
|
|
/obj/item/assembly/m_i_ptank/attackby(obj/item/weapon/W as obj, mob/user as mob)
|
|
..()
|
|
if (istype(W, /obj/item/device/analyzer))
|
|
src.part3.attackby(W, user)
|
|
return
|
|
if ((istype(W, /obj/item/weapon/wrench) && !( src.status )))
|
|
var/obj/item/assembly/prox_ignite/R = new(get_turf(src.loc))
|
|
R.part1 = src.part1
|
|
R.part1.master = R
|
|
R.part1.loc = R
|
|
R.part2 = src.part2
|
|
R.part2.master = R
|
|
R.part2.loc = R
|
|
if (user.get_inactive_hand()==src)
|
|
user.put_in_inactive_hand(part3)
|
|
else
|
|
part3.loc = src.loc
|
|
src.part1 = null
|
|
src.part2 = null
|
|
src.part3 = null
|
|
del(src)
|
|
return
|
|
if (!( istype(W, /obj/item/weapon/weldingtool)&&W:welding ))
|
|
return
|
|
if (!( src.status ))
|
|
src.status = 1
|
|
bombers += "[key_name(user)] welded a prox bomb. Temp: [src.part3.air_contents.temperature-T0C]"
|
|
message_admins("[key_name_admin(user)] welded a prox bomb. Temp: [src.part3.air_contents.temperature-T0C]")
|
|
user.show_message("\blue A pressure hole has been bored to the plasma tank valve. The plasma tank can now be ignited.", 1)
|
|
else
|
|
src.status = 0
|
|
bombers += "[key_name(user)] unwelded a prox bomb. Temp: [src.part3.air_contents.temperature-T0C]"
|
|
user << "\blue The hole has been closed."
|
|
src.part2.secured = src.status
|
|
src.add_fingerprint(user)
|
|
return
|
|
|
|
/obj/item/assembly/m_i_ptank/attack_self(mob/user as mob)
|
|
|
|
playsound(src.loc, 'sound/weapons/armbomb.ogg', 100, 1)
|
|
src.part1.attack_self(user, 1)
|
|
src.add_fingerprint(user)
|
|
return
|
|
|
|
/obj/item/assembly/m_i_ptank/receive_signal()
|
|
//world << "miptank [src] got signal"
|
|
for(var/mob/O in hearers(1, null))
|
|
O.show_message(text("\icon[] *beep* *beep*", src), 3, "*beep* *beep*", 2)
|
|
//Foreach goto(19)
|
|
|
|
if ((src.status && prob(90)))
|
|
//world << "sent ignite() to [src.part3]"
|
|
src.part3.ignite()
|
|
else
|
|
if(!src.status)
|
|
src.part3.release()
|
|
src.part1.secured = 0.0
|
|
|
|
return
|
|
|
|
/obj/item/assembly/m_i_ptank/emp_act(severity)
|
|
|
|
if(istype(part3,/obj/item/weapon/tank/plasma) && prob(100/severity))
|
|
part3.ignite()
|
|
..()
|
|
|
|
//*****RM
|
|
|
|
/obj/item/assembly/t_i_ptank/c_state(n)
|
|
|
|
src.icon_state = text("timer-igniter-tank[]", n)
|
|
return
|
|
|
|
/obj/item/assembly/t_i_ptank/examine()
|
|
..()
|
|
src.part3.examine()
|
|
|
|
/obj/item/assembly/t_i_ptank/Del()
|
|
|
|
//src.part1 = null
|
|
del(src.part1)
|
|
//src.part2 = null
|
|
del(src.part2)
|
|
//src.part3 = null
|
|
del(src.part3)
|
|
..()
|
|
return
|
|
|
|
/obj/item/assembly/t_i_ptank/attackby(obj/item/weapon/W as obj, mob/user as mob)
|
|
..()
|
|
|
|
if (istype(W, /obj/item/device/analyzer))
|
|
src.part3.attackby(W, user)
|
|
return
|
|
if ((istype(W, /obj/item/weapon/wrench) && !( src.status )))
|
|
var/obj/item/assembly/time_ignite/R = new(get_turf(src.loc))
|
|
R.part1 = src.part1
|
|
R.part1.master = R
|
|
R.part1.loc = R
|
|
R.part2 = src.part2
|
|
R.part2.master = R
|
|
R.part2.loc = R
|
|
if (user.get_inactive_hand()==src)
|
|
user.put_in_inactive_hand(part3)
|
|
else
|
|
part3.loc = src.loc
|
|
src.part1 = null
|
|
src.part2 = null
|
|
src.part3 = null
|
|
del(src)
|
|
return
|
|
if (!( istype(W, /obj/item/weapon/weldingtool) && W:welding))
|
|
return
|
|
if (!( src.status ))
|
|
src.status = 1
|
|
bombers += "[key_name(user)] welded a time bomb. Temp: [src.part3.air_contents.temperature-T0C]"
|
|
message_admins("[key_name_admin(user)] welded a time bomb. Temp: [src.part3.air_contents.temperature-T0C]")
|
|
user.show_message("\blue A pressure hole has been bored to the plasma tank valve. The plasma tank can now be ignited.", 1)
|
|
else
|
|
if(src)
|
|
src.status = 0
|
|
bombers += "[key_name(user)] unwelded a time bomb. Temp: [src.part3.air_contents.temperature-T0C]"
|
|
user << "\blue The hole has been closed."
|
|
src.part2.secured = src.status
|
|
src.add_fingerprint(user)
|
|
return
|
|
|
|
/obj/item/assembly/t_i_ptank/attack_self(mob/user as mob)
|
|
|
|
src.part1.attack_self(user, 1)
|
|
playsound(src.loc, 'sound/weapons/armbomb.ogg', 100, 1)
|
|
src.add_fingerprint(user)
|
|
return
|
|
|
|
/obj/item/assembly/t_i_ptank/receive_signal()
|
|
//world << "tiptank [src] got signal"
|
|
for(var/mob/O in hearers(1, null))
|
|
O.show_message(text("\icon[] *beep* *beep*", src), 3, "*beep* *beep*", 2)
|
|
//Foreach goto(19)
|
|
if ((src.status && prob(90)))
|
|
//world << "sent ignite() to [src.part3]"
|
|
src.part3.ignite()
|
|
else
|
|
if(!src.status)
|
|
src.part3.release()
|
|
return
|
|
|
|
/obj/item/assembly/t_i_ptank/emp_act(severity)
|
|
if(istype(part3,/obj/item/weapon/tank/plasma) && prob(100/severity))
|
|
part3.ignite()
|
|
..()
|
|
|
|
/obj/item/assembly/r_i_ptank/examine()
|
|
..()
|
|
src.part3.examine()
|
|
|
|
/obj/item/assembly/r_i_ptank/Del()
|
|
|
|
//src.part1 = null
|
|
del(src.part1)
|
|
//src.part2 = null
|
|
del(src.part2)
|
|
//src.part3 = null
|
|
del(src.part3)
|
|
..()
|
|
return
|
|
|
|
/obj/item/assembly/r_i_ptank/attackby(obj/item/weapon/W as obj, mob/user as mob)
|
|
..()
|
|
|
|
if (istype(W, /obj/item/device/analyzer))
|
|
src.part3.attackby(W, user)
|
|
return
|
|
if ((istype(W, /obj/item/weapon/wrench) && !( src.status )))
|
|
var/obj/item/assembly/rad_ignite/R = new(get_turf(src.loc))
|
|
R.part1 = src.part1
|
|
R.part1.master = R
|
|
R.part1.loc = R
|
|
R.part2 = src.part2
|
|
R.part2.master = R
|
|
R.part2.loc = R
|
|
if (user.get_inactive_hand()==src)
|
|
user.put_in_inactive_hand(part3)
|
|
else
|
|
part3.loc = src.loc
|
|
src.part1 = null
|
|
src.part2 = null
|
|
src.part3 = null
|
|
del(src)
|
|
return
|
|
if (!( istype(W, /obj/item/weapon/weldingtool) && W:welding ))
|
|
return
|
|
if (!( src.status ))
|
|
src.status = 1
|
|
bombers += "[key_name(user)] welded a radio bomb. Temp: [src.part3.air_contents.temperature-T0C]"
|
|
message_admins("[key_name_admin(user)] welded a radio bomb. Temp: [src.part3.air_contents.temperature-T0C]")
|
|
user.show_message("\blue A pressure hole has been bored to the plasma tank valve. The plasma tank can now be ignited.", 1)
|
|
else
|
|
src.status = 0
|
|
bombers += "[key_name(user)] unwelded a radio bomb. Temp: [src.part3.air_contents.temperature-T0C]"
|
|
user << "\blue The hole has been closed."
|
|
src.part2.secured = src.status
|
|
src.part1.b_stat = !( src.status )
|
|
src.add_fingerprint(user)
|
|
return
|
|
|
|
/obj/item/assembly/r_i_ptank/emp_act(severity)
|
|
if(istype(part3,/obj/item/weapon/tank/plasma) && prob(100/severity))
|
|
part3.ignite()
|
|
..()
|
|
|
|
|
|
/obj/item/clothing/suit/armor/a_i_a_ptank/attackby(obj/item/weapon/W as obj, mob/user as mob)
|
|
..()
|
|
if (istype(W, /obj/item/device/analyzer))
|
|
src.part4.attackby(W, user)
|
|
return
|
|
if ((istype(W, /obj/item/weapon/wrench) && !( src.status )))
|
|
var/obj/item/assembly/a_i_a/R = new(get_turf(src.loc))
|
|
R.part1 = src.part1
|
|
R.part1.master = R
|
|
R.part1.loc = R
|
|
R.part2 = src.part2
|
|
R.part2.master = R
|
|
R.part2.loc = R
|
|
R.part3 = src.part3
|
|
R.part3.master = R
|
|
R.part3.loc = R
|
|
if (user.get_inactive_hand()==src)
|
|
user.put_in_inactive_hand(part4)
|
|
else
|
|
part4.loc = src.loc
|
|
src.part1 = null
|
|
src.part2 = null
|
|
src.part3 = null
|
|
src.part4 = null
|
|
del(src)
|
|
return
|
|
if (( istype(W, /obj/item/weapon/weldingtool) && W:welding))
|
|
return
|
|
if (!( src.status ))
|
|
src.status = 1
|
|
bombers += "[key_name(user)] welded a suicide bomb. Temp: [src.part4.air_contents.temperature-T0C]"
|
|
message_admins("[key_name_admin(user)] welded a suicide bomb. Temp: [src.part4.air_contents.temperature-T0C]")
|
|
user.show_message("\blue A pressure hole has been bored to the plasma tank valve. The plasma tank can now be ignited.", 1)
|
|
else
|
|
src.status = 0
|
|
bombers += "[key_name(user)] unwelded a suicide bomb. Temp: [src.part4.air_contents.temperature-T0C]"
|
|
user << "\blue The hole has been closed."
|
|
// src.part3.status = src.status
|
|
src.add_fingerprint(user)
|
|
return
|
|
|
|
/obj/item/assembly/r_i_ptank/attack_self(mob/user as mob)
|
|
playsound(src.loc, 'sound/weapons/armbomb.ogg', 100, 1)
|
|
src.part1.attack_self(user, 1)
|
|
src.add_fingerprint(user)
|
|
return
|
|
|
|
/obj/item/assembly/r_i_ptank/receive_signal()
|
|
//world << "riptank [src] got signal"
|
|
for(var/mob/O in hearers(1, null))
|
|
O.show_message(text("\icon[] *beep* *beep*", src), 3, "*beep* *beep*", 2)
|
|
//Foreach goto(19)
|
|
if ((src.status && prob(90)))
|
|
//world << "sent ignite() to [src.part3]"
|
|
src.part3.ignite()
|
|
else
|
|
if(!src.status)
|
|
src.part3.release()
|
|
return
|
|
|
|
|
|
//*****RM |