Kills off /obj/item/device (#6561)
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@@ -1,4 +1,4 @@
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/obj/item/device/onetankbomb
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/obj/item/onetankbomb
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name = "bomb"
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icon = 'icons/obj/tank.dmi'
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item_state = "assembly"
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@@ -10,14 +10,14 @@
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throw_range = 4
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flags_1 = CONDUCT_1
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var/status = FALSE //0 - not readied //1 - bomb finished with welder
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var/obj/item/device/assembly_holder/bombassembly = null //The first part of the bomb is an assembly holder, holding an igniter+some device
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var/obj/item/assembly_holder/bombassembly = null //The first part of the bomb is an assembly holder, holding an igniter+some device
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var/obj/item/tank/bombtank = null //the second part of the bomb is a plasma tank
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/obj/item/device/onetankbomb/examine(mob/user)
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/obj/item/onetankbomb/examine(mob/user)
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bombtank.examine(user)
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/obj/item/device/onetankbomb/update_icon()
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/obj/item/onetankbomb/update_icon()
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if(bombtank)
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icon = bombtank.icon
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icon_state = bombtank.icon_state
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@@ -26,8 +26,8 @@
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copy_overlays(bombassembly)
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add_overlay("bomb_assembly")
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/obj/item/device/onetankbomb/attackby(obj/item/W, mob/user, params)
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if(istype(W, /obj/item/device/analyzer))
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/obj/item/onetankbomb/attackby(obj/item/W, mob/user, params)
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if(istype(W, /obj/item/analyzer))
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bombtank.attackby(W, user)
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return
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if(istype(W, /obj/item/wrench) && !status) //This is basically bomb assembly code inverted. apparently it works.
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@@ -54,12 +54,12 @@
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add_fingerprint(user)
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..()
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/obj/item/device/onetankbomb/attack_self(mob/user) //pressing the bomb accesses its assembly
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/obj/item/onetankbomb/attack_self(mob/user) //pressing the bomb accesses its assembly
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bombassembly.attack_self(user, TRUE)
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add_fingerprint(user)
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return
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/obj/item/device/onetankbomb/receive_signal() //This is mainly called by the sensor through sense() to the holder, and from the holder to here.
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/obj/item/onetankbomb/receive_signal() //This is mainly called by the sensor through sense() to the holder, and from the holder to here.
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visible_message("[icon2html(src, viewers(src))] *beep* *beep*", "*beep* *beep*")
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sleep(10)
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if(!src)
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@@ -69,11 +69,11 @@
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else
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bombtank.release()
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/obj/item/device/onetankbomb/Crossed(atom/movable/AM as mob|obj) //for mousetraps
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/obj/item/onetankbomb/Crossed(atom/movable/AM as mob|obj) //for mousetraps
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if(bombassembly)
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bombassembly.Crossed(AM)
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/obj/item/device/onetankbomb/on_found(mob/finder) //for mousetraps
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/obj/item/onetankbomb/on_found(mob/finder) //for mousetraps
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if(bombassembly)
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bombassembly.on_found(finder)
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@@ -81,7 +81,7 @@
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// ---------- Procs below are for tanks that are used exclusively in 1-tank bombs ----------
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//Bomb assembly proc. This turns assembly+tank into a bomb
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/obj/item/tank/proc/bomb_assemble(obj/item/device/assembly_holder/assembly, mob/living/user)
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/obj/item/tank/proc/bomb_assemble(obj/item/assembly_holder/assembly, mob/living/user)
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//Check if either part of the assembly has an igniter, but if both parts are igniters, then fuck it
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if(isigniter(assembly.a_left) == isigniter(assembly.a_right))
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return
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@@ -94,7 +94,7 @@
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to_chat(user, "<span class='warning'>[assembly] is stuck to your hand!</span>")
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return
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var/obj/item/device/onetankbomb/bomb = new
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var/obj/item/onetankbomb/bomb = new
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user.transferItemToLoc(src, bomb)
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user.transferItemToLoc(assembly, bomb)
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