code folder. 221 files changed wew
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@@ -178,39 +178,39 @@
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return 1 //skip the afterattack
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add_fingerprint(user)
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if(istype(I, /obj/item/weldingtool) && user.a_intent == INTENT_HELP)
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var/obj/item/weldingtool/WT = I
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if(obj_integrity < max_integrity)
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if(WT.remove_fuel(0,user))
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to_chat(user, "<span class='notice'>You begin repairing [src]...</span>")
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playsound(src, WT.usesound, 40, 1)
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if(do_after(user, 40*I.toolspeed, target = src))
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obj_integrity = max_integrity
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playsound(src, 'sound/items/Welder2.ogg', 50, 1)
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update_nearby_icons()
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to_chat(user, "<span class='notice'>You repair [src].</span>")
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if(!I.tool_start_check(user, amount=0))
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return
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to_chat(user, "<span class='notice'>You begin repairing [src]...</span>")
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if(I.use_tool(src, user, 40, volume=50))
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obj_integrity = max_integrity
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update_nearby_icons()
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to_chat(user, "<span class='notice'>You repair [src].</span>")
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else
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to_chat(user, "<span class='warning'>[src] is already in good condition!</span>")
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return
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if(!(flags_1&NODECONSTRUCT_1))
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if(istype(I, /obj/item/screwdriver))
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playsound(src, I.usesound, 75, 1)
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I.play_tool_sound(src, 75)
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if(reinf)
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if(state == WINDOW_SCREWED_TO_FRAME || state == WINDOW_IN_FRAME)
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to_chat(user, "<span class='notice'>You begin to [state == WINDOW_SCREWED_TO_FRAME ? "unscrew the window from":"screw the window to"] the frame...</span>")
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if(do_after(user, decon_speed*I.toolspeed, target = src, extra_checks = CALLBACK(src, .proc/check_state_and_anchored, state, anchored)))
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if(I.use_tool(src, user, decon_speed, extra_checks = CALLBACK(src, .proc/check_state_and_anchored, state, anchored)))
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state = (state == WINDOW_IN_FRAME ? WINDOW_SCREWED_TO_FRAME : WINDOW_IN_FRAME)
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to_chat(user, "<span class='notice'>You [state == WINDOW_IN_FRAME ? "unfasten the window from":"fasten the window to"] the frame.</span>")
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else if(state == WINDOW_OUT_OF_FRAME)
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to_chat(user, "<span class='notice'>You begin to [anchored ? "unscrew the frame from":"screw the frame to"] the floor...</span>")
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if(do_after(user, decon_speed*I.toolspeed, target = src, extra_checks = CALLBACK(src, .proc/check_state_and_anchored, state, anchored)))
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if(I.use_tool(src, user, decon_speed, extra_checks = CALLBACK(src, .proc/check_state_and_anchored, state, anchored)))
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anchored = !anchored
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update_nearby_icons()
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to_chat(user, "<span class='notice'>You [anchored ? "fasten the frame to":"unfasten the frame from"] the floor.</span>")
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else //if we're not reinforced, we don't need to check or update state
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to_chat(user, "<span class='notice'>You begin to [anchored ? "unscrew the window from":"screw the window to"] the floor...</span>")
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if(do_after(user, decon_speed*I.toolspeed, target = src, extra_checks = CALLBACK(src, .proc/check_anchored, anchored)))
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if(I.use_tool(src, user, decon_speed, extra_checks = CALLBACK(src, .proc/check_anchored, anchored)))
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anchored = !anchored
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air_update_turf(TRUE)
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update_nearby_icons()
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@@ -220,16 +220,16 @@
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else if (istype(I, /obj/item/crowbar) && reinf && (state == WINDOW_OUT_OF_FRAME || state == WINDOW_IN_FRAME))
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to_chat(user, "<span class='notice'>You begin to lever the window [state == WINDOW_OUT_OF_FRAME ? "into":"out of"] the frame...</span>")
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playsound(src, I.usesound, 75, 1)
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if(do_after(user, decon_speed*I.toolspeed, target = src, extra_checks = CALLBACK(src, .proc/check_state_and_anchored, state, anchored)))
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I.play_tool_sound(src, 75)
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if(I.use_tool(src, user, decon_speed, extra_checks = CALLBACK(src, .proc/check_state_and_anchored, state, anchored)))
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state = (state == WINDOW_OUT_OF_FRAME ? WINDOW_IN_FRAME : WINDOW_OUT_OF_FRAME)
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to_chat(user, "<span class='notice'>You pry the window [state == WINDOW_IN_FRAME ? "into":"out of"] the frame.</span>")
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return
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else if(istype(I, /obj/item/wrench) && !anchored)
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playsound(src, I.usesound, 75, 1)
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I.play_tool_sound(src, 75)
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to_chat(user, "<span class='notice'> You begin to disassemble [src]...</span>")
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if(do_after(user, decon_speed*I.toolspeed, target = src, extra_checks = CALLBACK(src, .proc/check_state_and_anchored, state, anchored)))
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if(I.use_tool(src, user, decon_speed, extra_checks = CALLBACK(src, .proc/check_state_and_anchored, state, anchored)))
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var/obj/item/stack/sheet/G = new glass_type(user.loc, glass_amount)
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G.add_fingerprint(user)
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playsound(src, 'sound/items/Deconstruct.ogg', 50, 1)
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