ok this is going to be a pain in the ass ain't it (#2458)
lets hope nothing blows up this time (Flags PR but it works!)
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@@ -66,7 +66,7 @@
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return
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/obj/machinery/computer/attackby(obj/item/I, mob/user, params)
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if(istype(I, /obj/item/weapon/screwdriver) && circuit && !(flags&NODECONSTRUCT))
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if(istype(I, /obj/item/weapon/screwdriver) && circuit && !(flags_1&NODECONSTRUCT_1))
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playsound(src.loc, I.usesound, 50, 1)
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to_chat(user, "<span class='notice'> You start to disconnect the monitor...</span>")
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if(do_after(user, 20*I.toolspeed, target = src))
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@@ -85,7 +85,7 @@
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playsound(src.loc, 'sound/items/welder.ogg', 100, 1)
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/obj/machinery/computer/obj_break(damage_flag)
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if(circuit && !(flags & NODECONSTRUCT)) //no circuit, no breaking
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if(circuit && !(flags_1 & NODECONSTRUCT_1)) //no circuit, no breaking
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if(!(stat & BROKEN))
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playsound(loc, 'sound/effects/glassbr3.ogg', 100, 1)
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stat |= BROKEN
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@@ -103,7 +103,7 @@
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/obj/machinery/computer/deconstruct(disassembled = TRUE, mob/user)
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on_deconstruction()
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if(!(flags & NODECONSTRUCT))
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if(!(flags_1 & NODECONSTRUCT_1))
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if(circuit) //no circuit, no computer frame
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var/obj/structure/frame/computer/A = new /obj/structure/frame/computer(src.loc)
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A.circuit = circuit
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@@ -136,7 +136,7 @@
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/obj/structure/frame/computer/deconstruct(disassembled = TRUE)
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if(!(flags & NODECONSTRUCT))
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if(!(flags_1 & NODECONSTRUCT_1))
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if(state == 4)
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new /obj/item/weapon/shard(loc)
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new /obj/item/weapon/shard(loc)
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@@ -0,0 +1,10 @@
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diff a/code/game/machinery/computer/buildandrepair.dm b/code/game/machinery/computer/buildandrepair.dm (rejected hunks)
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@@ -136,7 +136,7 @@
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/obj/structure/frame/computer/deconstruct(disassembled = TRUE)
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- if(!(flags & NODECONSTRUCT))
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+ if(!(flags_1 & NODECONSTRUCT_1))
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if(state == 4)
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new /obj/item/shard(loc)
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new /obj/item/shard(loc)
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