Files
vgstation13/code/modules/assembly/infrared.dm
sieve32@gmail.com 459c558898 -Make holodeck eswords a child of obj/item/weapon/holo instead of regular eswords, clumsy check removed as a result, and you can no longer do things like cutting through walls or doors or what have you. (Fixes Issue 665)
-Redid icons to be more optimized at compile by setting icon = 'icons/folder/icon.dmi' instead of just icon = 'icon.dmi', meaning that Dream Maker doesn't have to search through every single file for every single .dmi. This shouldn't lead to any errors because of how I went about it, plus the fact that Dream Maker would have freaked out if I screwed something up. Also moved around 2 icons that weren't sorted well.

r4146 compile time: 1 minute, 40 seconds
r4147 compile time: 45 seconds

[VGTG]

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4147 316c924e-a436-60f5-8080-3fe189b3f50e
2012-07-23 00:48:51 +00:00

269 lines
6.0 KiB
Plaintext

//This file was auto-corrected by findeclaration.exe on 25.5.2012 20:42:32
/obj/item/device/assembly/infra
name = "Infrared Beam"
desc = "Emits a visible or invisible beam and is triggered when the beam is interrupted."
icon_state = "infrared_old"
m_amt = 1000
g_amt = 500
w_amt = 100
origin_tech = "magnets=2"
secured = 0
small_icon_state_left = "infrared_left"
small_icon_state_right = "infrared_right"
var/scanning = 0
var/visible = 0
var/obj/effect/beam/i_beam/first = null
proc
trigger_beam()
activate()
if(!..()) return 0//Cooldown check
src.scanning = !src.scanning
update_icon()
return 1
toggle_secure()
secured = !secured
if(secured)
processing_objects.Add(src)
else
scanning = 0
if(src.first) del(src.first)
processing_objects.Remove(src)
update_icon()
return secured
update_icon()
src.overlays = null
src.small_icon_state_overlays = list()
if(scanning)
src.overlays += text("infrared_old2")
src.small_icon_state_overlays += text("infrared_on")
if(holder)
holder.update_icon()
return
process()//Old code
if(!scanning)
if(src.first)
del(src.first)
return
if((!( src.first ) && (src.secured && (istype(src.loc, /turf) || (src.holder && istype(src.holder.loc, /turf))))))
var/obj/effect/beam/i_beam/I = new /obj/effect/beam/i_beam( (src.holder ? src.holder.loc : src.loc) )
I.master = src
I.density = 1
I.dir = src.dir
step(I, I.dir)
if (I)
I.density = 0
src.first = I
I.vis_spread(src.visible)
spawn( 0 )
if (I)
//world << "infra: setting limit"
I.limit = 8
//world << "infra: processing beam \ref[I]"
I.process()
return
return
attack_hand()
del(src.first)
..()
return
Move()
var/t = src.dir
..()
src.dir = t
del(src.first)
return
holder_movement()
if(!holder) return 0
// src.dir = holder.dir
del(src.first)
return 1
trigger_beam()
if((!secured)||(!scanning)||(cooldown > 0)) return 0
pulse(0)
for(var/mob/O in hearers(null, null))
O.show_message(text("\icon[] *beep* *beep*", src), 3, "*beep* *beep*", 2)
cooldown = 2
spawn(10)
process_cooldown()
return
interact(mob/user as mob)//TODO: change this this to the wire control panel
if(!secured) return
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)))
dat += "<BR><BR><A href='?src=\ref[src];refresh=1'>Refresh</A>"
dat += "<BR><BR><A href='?src=\ref[src];close=1'>Close</A>"
user << browse(dat, "window=infra")
onclose(user, "infra")
return
Topic(href, href_list)
..()
if(!usr.canmove || usr.stat || usr.restrained() || !in_range(loc, usr))
usr << browse(null, "window=infra")
onclose(usr, "infra")
return
if (href_list["state"])
src.scanning = !(src.scanning)
update_icon()
if (href_list["visible"])
src.visible = !(src.visible)
spawn( 0 )
if(src.first)
src.first.vis_spread(src.visible)
if (href_list["close"])
usr << browse(null, "window=infra")
return
if(usr)
src.attack_self(usr)
return
verb/rotate()//This could likely be better
set name = "Rotate Infrared Laser"
set category = "Object"
set src in usr
src.dir = turn(src.dir, 90)
return
/***************************IBeam*********************************/
/obj/effect/beam/i_beam
name = "i beam"
icon = 'icons/obj/projectiles.dmi'
icon_state = "ibeam"
var/obj/effect/beam/i_beam/next = null
var/obj/item/device/assembly/infra/master = null
var/limit = null
var/visible = 0.0
var/left = null
anchored = 1.0
flags = TABLEPASS
/obj/effect/beam/i_beam/proc/hit()
//world << "beam \ref[src]: hit"
if(src.master)
//world << "beam hit \ref[src]: calling master \ref[master].hit"
src.master.trigger_beam()
del(src)
return
/obj/effect/beam/i_beam/proc/vis_spread(v)
//world << "i_beam \ref[src] : vis_spread"
src.visible = v
spawn(0)
if(src.next)
//world << "i_beam \ref[src] : is next [next.type] \ref[next], calling spread"
src.next.vis_spread(v)
return
return
/obj/effect/beam/i_beam/process()
//world << "i_beam \ref[src] : process"
if((src.loc.density || !( src.master )))
//SN src = null
// world << "beam hit loc [loc] or no master [master], deleting"
del(src)
return
//world << "proccess: [src.left] left"
if(src.left > 0)
src.left--
if(src.left < 1)
if(!( src.visible ))
src.invisibility = 101
else
src.invisibility = 0
else
src.invisibility = 0
//world << "now [src.left] left"
var/obj/effect/beam/i_beam/I = new /obj/effect/beam/i_beam( src.loc )
I.master = src.master
I.density = 1
I.dir = src.dir
//world << "created new beam \ref[I] at [I.x] [I.y] [I.z]"
step(I, I.dir)
if(I)
//world << "step worked, now at [I.x] [I.y] [I.z]"
if (!( src.next ))
//world << "no src.next"
I.density = 0
//world << "spreading"
I.vis_spread(src.visible)
src.next = I
spawn( 0 )
//world << "limit = [src.limit] "
if ((I && src.limit > 0))
I.limit = src.limit - 1
//world << "calling next process"
I.process()
return
else
//world << "is a next: \ref[next], deleting beam \ref[I]"
del(I)
else
//world << "step failed, deleting \ref[src.next]"
del(src.next)
spawn(10)
src.process()
return
return
/obj/effect/beam/i_beam/Bump()
del(src)
return
/obj/effect/beam/i_beam/Bumped()
src.hit()
return
/obj/effect/beam/i_beam/HasEntered(atom/movable/AM as mob|obj)
if(istype(AM, /obj/effect/beam))
return
spawn( 0 )
src.hit()
return
return
/obj/effect/beam/i_beam/Del()
del(src.next)
..()
return