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@@ -7,14 +7,14 @@
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righthand_file = 'icons/mob/inhands/weapons/bombs_righthand.dmi'
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desc = "Regulates the transfer of air between two tanks."
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w_class = WEIGHT_CLASS_BULKY
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var/ui_x = 310
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var/ui_y = 320
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var/obj/item/tank/tank_one
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var/obj/item/tank/tank_two
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var/obj/item/assembly/attached_device
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var/mob/attacher = null
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var/valve_open = FALSE
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var/toggle = TRUE
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var/toggle = 1
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var/ui_x = 310
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var/ui_y = 320
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/obj/item/transfer_valve/IsAssemblyHolder()
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return TRUE
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@@ -59,7 +59,7 @@
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attacher = user
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return
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//These keep attached devices synced up, for example a TTV with a mouse trap being found in a bag so it's triggered, or moving the TTV with an infrared beam sensor to update the beam's direction.
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//Attached device memes
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/obj/item/transfer_valve/Move()
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. = ..()
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if(attached_device)
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@@ -79,14 +79,58 @@
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if(attached_device)
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attached_device.Crossed(AM)
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//Triggers mousetraps
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/obj/item/transfer_valve/attack_hand()
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/obj/item/transfer_valve/attack_hand()//Triggers mousetraps
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. = ..()
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if(.)
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return
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if(attached_device)
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attached_device.attack_hand()
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//These keep attached devices synced up, for example a TTV with a mouse trap being found in a bag so it's triggered, or moving the TTV with an infrared beam sensor to update the beam's direction.
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/obj/item/transfer_valve/attack_self(mob/user)
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user.set_machine(src)
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var/dat = {"<B> Valve properties: </B>
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<BR> <B> Attachment one:</B> [tank_one] [tank_one ? "<A href='?src=[REF(src)];tankone=1'>Remove</A>" : ""]
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<BR> <B> Attachment two:</B> [tank_two] [tank_two ? "<A href='?src=[REF(src)];tanktwo=1'>Remove</A>" : ""]
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<BR> <B> Valve attachment:</B> [attached_device ? "<A href='?src=[REF(src)];device=1'>[attached_device]</A>" : "None"] [attached_device ? "<A href='?src=[REF(src)];rem_device=1'>Remove</A>" : ""]
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<BR> <B> Valve status: </B> [ valve_open ? "<A href='?src=[REF(src)];open=1'>Closed</A> <B>Open</B>" : "<B>Closed</B> <A href='?src=[REF(src)];open=1'>Open</A>"]"}
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var/datum/browser/popup = new(user, "trans_valve", name)
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popup.set_content(dat)
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popup.open()
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return
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/obj/item/transfer_valve/Topic(href, href_list)
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..()
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if(!usr.canUseTopic(src))
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return
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if(tank_one && href_list["tankone"])
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split_gases()
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valve_open = FALSE
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tank_one.forceMove(drop_location())
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tank_one = null
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update_icon()
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else if(tank_two && href_list["tanktwo"])
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split_gases()
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valve_open = FALSE
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tank_two.forceMove(drop_location())
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tank_two = null
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update_icon()
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else if(href_list["open"])
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toggle_valve()
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else if(attached_device)
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if(href_list["rem_device"])
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attached_device.on_detach()
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attached_device = null
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update_icon()
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if(href_list["device"])
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attached_device.attack_self(usr)
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attack_self(usr)
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add_fingerprint(usr)
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/obj/item/transfer_valve/proc/process_activation(obj/item/D)
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if(toggle)
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toggle = FALSE
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@@ -98,6 +142,7 @@
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/obj/item/transfer_valve/update_icon()
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cut_overlays()
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underlays = null
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if(!tank_one && !tank_two && !attached_device)
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icon_state = "valve_1"
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@@ -107,13 +152,9 @@
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if(tank_one)
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add_overlay("[tank_one.icon_state]")
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if(tank_two)
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var/mutable_appearance/J = mutable_appearance(icon, icon_state = "[tank_two.icon_state]")
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var/matrix/T = matrix()
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T.Translate(-13, 0)
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J.transform = T
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underlays = list(J)
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else
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underlays = null
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var/icon/J = new(icon, icon_state = "[tank_two.icon_state]")
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J.Shift(WEST, 13)
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underlays += J
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if(attached_device)
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add_overlay("device")
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if(istype(attached_device, /obj/item/assembly/infra))
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@@ -151,6 +192,7 @@
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Exadv1: I know this isn't how it's going to work, but this was just to check
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it explodes properly when it gets a signal (and it does).
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*/
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/obj/item/transfer_valve/proc/toggle_valve()
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if(!valve_open && tank_one && tank_two)
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valve_open = TRUE
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@@ -176,6 +218,7 @@
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admin_bomber_message = " - Last touched by: [ADMIN_LOOKUPFLW(bomber)]"
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bomber_message = " - Last touched by: [key_name_admin(bomber)]"
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var/admin_bomb_message = "Bomb valve opened in [ADMIN_VERBOSEJMP(bombturf)][admin_attachment_message][admin_bomber_message]"
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GLOB.bombers += admin_bomb_message
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message_admins(admin_bomb_message, 0, 1)
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@@ -189,10 +232,9 @@
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split_gases()
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valve_open = FALSE
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update_icon()
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/*
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This doesn't do anything but the timer etc. expects it to be here
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eventually maybe have it update icon to show state (timer, prox etc.) like old bombs
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*/
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// this doesn't do anything but the timer etc. expects it to be here
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// eventually maybe have it update icon to show state (timer, prox etc.) like old bombs
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/obj/item/transfer_valve/proc/c_state()
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return
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