modules - E to L
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@@ -20,6 +20,8 @@
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var/charge_tick = FALSE
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var/charge_delay = 4
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var/use_cyborg_cell = TRUE
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max_integrity = 50
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armor = list(melee = 50, bullet = 70, laser = 70, energy = 100, bomb = 10, bio = 100, rad = 100, fire = 0, acid = 0)
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/obj/item/device/electronic_assembly/proc/check_interactivity(mob/user)
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return user.canUseTopic(src,be_close = TRUE)
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@@ -30,8 +32,6 @@
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START_PROCESSING(SScircuit, src)
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materials[MAT_METAL] = round((max_complexity + max_components) / 4) * SScircuit.cost_multiplier
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/obj/item/device/electronic_assembly/Destroy()
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STOP_PROCESSING(SScircuit, src)
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return ..()
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@@ -273,22 +273,9 @@
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/obj/item/device/electronic_assembly/afterattack(atom/target, mob/user, proximity)
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for(var/obj/item/integrated_circuit/input/sensor/S in assembly_components)
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if(!proximity)
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if(istype(S,/obj/item/integrated_circuit/input/sensor/ranged)||(!user))
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if(user.client)
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if(!(target in view(user.client)))
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continue
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else
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if(!(target in view(user)))
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continue
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else
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continue
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S.set_pin_data(IC_OUTPUT, 1, WEAKREF(target))
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S.check_then_do_work()
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S.scan(target)
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visible_message("<span class='notice'> [user] waves [src] around [target].</span>")
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for(var/obj/item/integrated_circuit/input/S in assembly_components)
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if(S.sense(target,user,proximity))
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visible_message("<span class='notice'> [user] waves [src] around [target].</span>")
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/obj/item/device/electronic_assembly/screwdriver_act(mob/living/user, obj/item/S)
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@@ -326,8 +313,11 @@
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interact(user)
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return TRUE
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else
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for(var/obj/item/integrated_circuit/input/S in assembly_components)
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S.attackby_react(I,user,user.a_intent)
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return ..()
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/obj/item/device/electronic_assembly/attack_self(mob/user)
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if(!check_interactivity(user))
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return
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@@ -391,7 +381,6 @@
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/obj/item/device/electronic_assembly/proc/get_object()
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return src
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// Returns the location to be used for dropping items.
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// Same as the regular drop_location(), but with checks being run on acting_object if necessary.
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/obj/item/integrated_circuit/drop_location()
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@@ -406,6 +395,7 @@
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/obj/item/device/electronic_assembly/default //The /default electronic_assemblys are to allow the introduction of the new naming scheme without breaking old saves.
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name = "type-a electronic assembly"
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/obj/item/device/electronic_assembly/calc
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name = "type-b electronic assembly"
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icon_state = "setup_small_calc"
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@@ -507,4 +497,4 @@
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/obj/item/device/electronic_assembly/drone/arms
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name = "type-b electronic drone"
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icon_state = "setup_drone_arms"
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desc = "It's a case, for building mobile electronics with. This one is armed and dangerous."
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desc = "It's a case, for building mobile electronics with. This one is armed and dangerous."
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