July 5th TG sync (#1883)

July 5th TG sync
This commit is contained in:
Poojawa
2017-07-05 22:14:19 -05:00
committed by GitHub
parent 454b9c3d68
commit b1b4826c0c
1264 changed files with 149689 additions and 570309 deletions
+157 -157
View File
@@ -1,158 +1,158 @@
//DO NOT ADD MECHA PARTS TO THE GAME WITH THE DEFAULT "SPRITE ME" SPRITE!
//I'm annoyed I even have to tell you this! SPRITE FIRST, then commit.
/obj/item/mecha_parts/mecha_equipment
name = "mecha equipment"
icon = 'icons/mecha/mecha_equipment.dmi'
icon_state = "mecha_equip"
force = 5
origin_tech = "materials=2;engineering=2"
obj_integrity = 300
max_integrity = 300
var/equip_cooldown = 0 // cooldown after use
var/equip_ready = 1 //whether the equipment is ready for use. (or deactivated/activated for static stuff)
var/energy_drain = 0
var/obj/mecha/chassis = null
var/range = MELEE //bitflags
var/salvageable = 1
var/selectable = 1 // Set to 0 for passive equipment such as mining scanner or armor plates
/obj/item/mecha_parts/mecha_equipment/proc/update_chassis_page()
if(chassis)
send_byjax(chassis.occupant,"exosuit.browser","eq_list",chassis.get_equipment_list())
send_byjax(chassis.occupant,"exosuit.browser","equipment_menu",chassis.get_equipment_menu(),"dropdowns")
return 1
return
/obj/item/mecha_parts/mecha_equipment/proc/update_equip_info()
if(chassis)
send_byjax(chassis.occupant,"exosuit.browser","\ref[src]",get_equip_info())
return 1
return
/obj/item/mecha_parts/mecha_equipment/Destroy()
if(chassis)
chassis.equipment -= src
if(chassis.selected == src)
chassis.selected = null
src.update_chassis_page()
chassis.occupant_message("<span class='danger'>The [src] is destroyed!</span>")
chassis.log_append_to_last("[src] is destroyed.",1)
if(istype(src, /obj/item/mecha_parts/mecha_equipment/weapon))
chassis.occupant << sound('sound/mecha/weapdestr.ogg',volume=50)
else
chassis.occupant << sound('sound/mecha/critdestr.ogg',volume=50)
chassis = null
return ..()
/obj/item/mecha_parts/mecha_equipment/proc/critfail()
if(chassis)
log_message("Critical failure",1)
/obj/item/mecha_parts/mecha_equipment/proc/get_equip_info()
if(!chassis) return
var/txt = "<span style=\"color:[equip_ready?"#0f0":"#f00"];\">*</span>&nbsp;"
if(chassis.selected == src)
txt += "<b>[src.name]</b>"
else if(selectable)
txt += "<a href='?src=\ref[chassis];select_equip=\ref[src]'>[src.name]</a>"
else
txt += "[src.name]"
return txt
/obj/item/mecha_parts/mecha_equipment/proc/is_ranged()//add a distance restricted equipment. Why not?
return range&RANGED
/obj/item/mecha_parts/mecha_equipment/proc/is_melee()
return range&MELEE
/obj/item/mecha_parts/mecha_equipment/proc/action_checks(atom/target)
if(!target)
return 0
if(!chassis)
return 0
if(!equip_ready)
return 0
if(crit_fail)
return 0
if(energy_drain && !chassis.has_charge(energy_drain))
return 0
return 1
/obj/item/mecha_parts/mecha_equipment/proc/action(atom/target)
return 0
/obj/item/mecha_parts/mecha_equipment/proc/start_cooldown()
set_ready_state(0)
chassis.use_power(energy_drain)
addtimer(CALLBACK(src, .proc/set_ready_state, 1), equip_cooldown)
/obj/item/mecha_parts/mecha_equipment/proc/do_after_cooldown(atom/target)
if(!chassis)
return
var/C = chassis.loc
set_ready_state(0)
chassis.use_power(energy_drain)
. = do_after(chassis.occupant, equip_cooldown, target=target)
set_ready_state(1)
if(!chassis || chassis.loc != C || src != chassis.selected)
return 0
/obj/item/mecha_parts/mecha_equipment/proc/can_attach(obj/mecha/M)
if(M.equipment.len<M.max_equip)
return 1
/obj/item/mecha_parts/mecha_equipment/proc/attach(obj/mecha/M)
M.equipment += src
chassis = M
src.loc = M
M.log_message("[src] initialized.")
if(!M.selected && selectable)
M.selected = src
src.update_chassis_page()
return
/obj/item/mecha_parts/mecha_equipment/proc/detach(atom/moveto=null)
moveto = moveto || get_turf(chassis)
if(src.Move(moveto))
chassis.equipment -= src
if(chassis.selected == src)
chassis.selected = null
update_chassis_page()
chassis.log_message("[src] removed from equipment.")
chassis = null
set_ready_state(1)
return
/obj/item/mecha_parts/mecha_equipment/Topic(href,href_list)
if(href_list["detach"])
detach()
/obj/item/mecha_parts/mecha_equipment/proc/set_ready_state(state)
equip_ready = state
if(chassis)
send_byjax(chassis.occupant,"exosuit.browser","\ref[src]",src.get_equip_info())
return
/obj/item/mecha_parts/mecha_equipment/proc/occupant_message(message)
if(chassis)
//DO NOT ADD MECHA PARTS TO THE GAME WITH THE DEFAULT "SPRITE ME" SPRITE!
//I'm annoyed I even have to tell you this! SPRITE FIRST, then commit.
/obj/item/mecha_parts/mecha_equipment
name = "mecha equipment"
icon = 'icons/mecha/mecha_equipment.dmi'
icon_state = "mecha_equip"
force = 5
origin_tech = "materials=2;engineering=2"
obj_integrity = 300
max_integrity = 300
var/equip_cooldown = 0 // cooldown after use
var/equip_ready = 1 //whether the equipment is ready for use. (or deactivated/activated for static stuff)
var/energy_drain = 0
var/obj/mecha/chassis = null
var/range = MELEE //bitflags
var/salvageable = 1
var/selectable = 1 // Set to 0 for passive equipment such as mining scanner or armor plates
/obj/item/mecha_parts/mecha_equipment/proc/update_chassis_page()
if(chassis)
send_byjax(chassis.occupant,"exosuit.browser","eq_list",chassis.get_equipment_list())
send_byjax(chassis.occupant,"exosuit.browser","equipment_menu",chassis.get_equipment_menu(),"dropdowns")
return 1
return
/obj/item/mecha_parts/mecha_equipment/proc/update_equip_info()
if(chassis)
send_byjax(chassis.occupant,"exosuit.browser","\ref[src]",get_equip_info())
return 1
return
/obj/item/mecha_parts/mecha_equipment/Destroy()
if(chassis)
chassis.equipment -= src
if(chassis.selected == src)
chassis.selected = null
src.update_chassis_page()
chassis.occupant_message("<span class='danger'>The [src] is destroyed!</span>")
chassis.log_append_to_last("[src] is destroyed.",1)
if(istype(src, /obj/item/mecha_parts/mecha_equipment/weapon))
chassis.occupant << sound('sound/mecha/weapdestr.ogg',volume=50)
else
chassis.occupant << sound('sound/mecha/critdestr.ogg',volume=50)
chassis = null
return ..()
/obj/item/mecha_parts/mecha_equipment/proc/critfail()
if(chassis)
log_message("Critical failure",1)
/obj/item/mecha_parts/mecha_equipment/proc/get_equip_info()
if(!chassis) return
var/txt = "<span style=\"color:[equip_ready?"#0f0":"#f00"];\">*</span>&nbsp;"
if(chassis.selected == src)
txt += "<b>[src.name]</b>"
else if(selectable)
txt += "<a href='?src=\ref[chassis];select_equip=\ref[src]'>[src.name]</a>"
else
txt += "[src.name]"
return txt
/obj/item/mecha_parts/mecha_equipment/proc/is_ranged()//add a distance restricted equipment. Why not?
return range&RANGED
/obj/item/mecha_parts/mecha_equipment/proc/is_melee()
return range&MELEE
/obj/item/mecha_parts/mecha_equipment/proc/action_checks(atom/target)
if(!target)
return 0
if(!chassis)
return 0
if(!equip_ready)
return 0
if(crit_fail)
return 0
if(energy_drain && !chassis.has_charge(energy_drain))
return 0
return 1
/obj/item/mecha_parts/mecha_equipment/proc/action(atom/target)
return 0
/obj/item/mecha_parts/mecha_equipment/proc/start_cooldown()
set_ready_state(0)
chassis.use_power(energy_drain)
addtimer(CALLBACK(src, .proc/set_ready_state, 1), equip_cooldown)
/obj/item/mecha_parts/mecha_equipment/proc/do_after_cooldown(atom/target)
if(!chassis)
return
var/C = chassis.loc
set_ready_state(0)
chassis.use_power(energy_drain)
. = do_after(chassis.occupant, equip_cooldown, target=target)
set_ready_state(1)
if(!chassis || chassis.loc != C || src != chassis.selected)
return 0
/obj/item/mecha_parts/mecha_equipment/proc/can_attach(obj/mecha/M)
if(M.equipment.len<M.max_equip)
return 1
/obj/item/mecha_parts/mecha_equipment/proc/attach(obj/mecha/M)
M.equipment += src
chassis = M
src.loc = M
M.log_message("[src] initialized.")
if(!M.selected && selectable)
M.selected = src
src.update_chassis_page()
return
/obj/item/mecha_parts/mecha_equipment/proc/detach(atom/moveto=null)
moveto = moveto || get_turf(chassis)
if(src.Move(moveto))
chassis.equipment -= src
if(chassis.selected == src)
chassis.selected = null
update_chassis_page()
chassis.log_message("[src] removed from equipment.")
chassis = null
set_ready_state(1)
return
/obj/item/mecha_parts/mecha_equipment/Topic(href,href_list)
if(href_list["detach"])
detach()
/obj/item/mecha_parts/mecha_equipment/proc/set_ready_state(state)
equip_ready = state
if(chassis)
send_byjax(chassis.occupant,"exosuit.browser","\ref[src]",src.get_equip_info())
return
/obj/item/mecha_parts/mecha_equipment/proc/occupant_message(message)
if(chassis)
chassis.occupant_message("[bicon(src)] [message]")
return
/obj/item/mecha_parts/mecha_equipment/proc/log_message(message)
if(chassis)
chassis.log_message("<i>[src]:</i> [message]")
return
//Used for reloading weapons/tools etc. that use some form of resource
/obj/item/mecha_parts/mecha_equipment/proc/rearm()
return 0
/obj/item/mecha_parts/mecha_equipment/proc/needs_rearm()
return 0
return
/obj/item/mecha_parts/mecha_equipment/proc/log_message(message)
if(chassis)
chassis.log_message("<i>[src]:</i> [message]")
return
//Used for reloading weapons/tools etc. that use some form of resource
/obj/item/mecha_parts/mecha_equipment/proc/rearm()
return 0
/obj/item/mecha_parts/mecha_equipment/proc/needs_rearm()
return 0
@@ -229,10 +229,9 @@
return
if(M.health > 0)
M.adjustOxyLoss(-1)
M.updatehealth()
M.AdjustStunned(-4)
M.AdjustWeakened(-4)
M.AdjustStunned(-4)
M.AdjustStun(-80)
M.AdjustKnockdown(-80)
M.AdjustUnconscious(-80)
if(M.reagents.get_reagent_amount("epinephrine") < 5)
M.reagents.add_reagent("epinephrine", 5)
chassis.use_power(energy_drain)
@@ -483,7 +482,7 @@
if(get_dist(src,A) >= 4)
occupant_message("The object is too far away.")
return 0
if(!A.reagents || istype(A,/mob))
if(!A.reagents || ismob(A))
occupant_message("<span class=\"alert\">No reagent info gained from [A].</span>")
return 0
occupant_message("Analyzing reagents...")
@@ -87,7 +87,7 @@
target.take_bodypart_damage(drill_damage)
if(target)
target.Paralyse(10)
target.Unconscious(200)
target.updatehealth()
@@ -57,18 +57,12 @@
var/turf/target_turf = pick(L)
if(!target_turf)
return
var/obj/effect/portal/P = new /obj/effect/portal(get_turf(target))
P.target = target_turf
P.creator = null
P.icon = 'icons/obj/objects.dmi'
P.icon_state = "anom"
P.name = "wormhole"
P.mech_sized = TRUE
var/list/obj/effect/portal/created = create_portal_pair(get_turf(src), target_turf, src, 300, 1, /obj/effect/portal/anom)
var/turf/T = get_turf(target)
message_admins("[ADMIN_LOOKUPFLW(chassis.occupant)] used a Wormhole Generator in [ADMIN_COORDJMP(T)]",0,1)
log_game("[key_name(chassis.occupant)] used a Wormhole Generator in [COORD(T)]")
src = null
QDEL_IN(P, rand(150,300))
QDEL_LIST_IN(created, rand(150,300))
return 1
@@ -224,34 +224,34 @@
if(do_after_cooldown(W))
chassis.spark_system.start()
W.ChangeTurf(/turf/open/floor/plating)
playsound(W, 'sound/items/Deconstruct.ogg', 50, 1)
playsound(W, 'sound/items/deconstruct.ogg', 50, 1)
else if(isfloorturf(target))
var/turf/open/floor/F = target
occupant_message("Deconstructing [F]...")
if(do_after_cooldown(target))
chassis.spark_system.start()
F.ChangeTurf(F.baseturf)
playsound(F, 'sound/items/Deconstruct.ogg', 50, 1)
playsound(F, 'sound/items/deconstruct.ogg', 50, 1)
else if (istype(target, /obj/machinery/door/airlock))
occupant_message("Deconstructing [target]...")
if(do_after_cooldown(target))
chassis.spark_system.start()
qdel(target)
playsound(target, 'sound/items/Deconstruct.ogg', 50, 1)
playsound(target, 'sound/items/deconstruct.ogg', 50, 1)
if(1)
if(isspaceturf(target))
var/turf/open/space/S = target
occupant_message("Building Floor...")
if(do_after_cooldown(S))
S.ChangeTurf(/turf/open/floor/plating)
playsound(S, 'sound/items/Deconstruct.ogg', 50, 1)
playsound(S, 'sound/items/deconstruct.ogg', 50, 1)
chassis.spark_system.start()
else if(isfloorturf(target))
var/turf/open/floor/F = target
occupant_message("Building Wall...")
if(do_after_cooldown(F))
F.ChangeTurf(/turf/closed/wall)
playsound(F, 'sound/items/Deconstruct.ogg', 50, 1)
playsound(F, 'sound/items/deconstruct.ogg', 50, 1)
chassis.spark_system.start()
if(2)
if(isfloorturf(target))
@@ -260,7 +260,7 @@
chassis.spark_system.start()
var/obj/machinery/door/airlock/T = new /obj/machinery/door/airlock(target)
T.autoclose = 1
playsound(target, 'sound/items/Deconstruct.ogg', 50, 1)
playsound(target, 'sound/items/deconstruct.ogg', 50, 1)
playsound(target, 'sound/effects/sparks2.ogg', 50, 1)
+10 -10
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@@ -78,7 +78,7 @@
origin_tech = "magnets=3;combat=3;engineering=3"
energy_drain = 30
projectile = /obj/item/projectile/beam/laser
fire_sound = 'sound/weapons/Laser.ogg'
fire_sound = 'sound/weapons/laser.ogg'
/obj/item/mecha_parts/mecha_equipment/weapon/energy/laser/heavy
equip_cooldown = 15
@@ -98,7 +98,7 @@
origin_tech = "materials=4;combat=5;magnets=4"
energy_drain = 120
projectile = /obj/item/projectile/ion
fire_sound = 'sound/weapons/Laser.ogg'
fire_sound = 'sound/weapons/laser.ogg'
/obj/item/mecha_parts/mecha_equipment/weapon/energy/tesla
equip_cooldown = 35
@@ -147,7 +147,7 @@
energy_drain = 20
equip_cooldown = 8
projectile = /obj/item/projectile/energy/electrode
fire_sound = 'sound/weapons/Taser.ogg'
fire_sound = 'sound/weapons/taser.ogg'
/obj/item/mecha_parts/mecha_equipment/weapon/honker
@@ -167,7 +167,7 @@
/obj/item/mecha_parts/mecha_equipment/weapon/honker/action(target, params)
if(!action_checks(target))
return
playsound(chassis, 'sound/items/AirHorn.ogg', 100, 1)
playsound(chassis, 'sound/items/airhorn.ogg', 100, 1)
chassis.occupant_message("<font color='red' size='5'>HONK</font>")
for(var/mob/living/carbon/M in ohearers(6, chassis))
if(ishuman(M))
@@ -178,10 +178,10 @@
M.SetSleeping(0)
M.stuttering += 20
M.adjustEarDamage(0, 30)
M.Weaken(3)
M.Knockdown(60)
if(prob(30))
M.Stun(10)
M.Paralyse(4)
M.Stun(200)
M.Unconscious(80)
else
M.Jitter(500)
@@ -195,7 +195,7 @@
//Base ballistic weapon type
/obj/item/mecha_parts/mecha_equipment/weapon/ballistic
name = "general ballisic weapon"
fire_sound = 'sound/weapons/Gunshot.ogg'
fire_sound = 'sound/weapons/gunshot.ogg'
var/projectiles
var/projectile_energy_cost
@@ -256,7 +256,7 @@
/obj/item/mecha_parts/mecha_equipment/weapon/ballistic/silenced
name = "\improper S.H.H. \"Quietus\" Carbine"
desc = "A weapon for combat exosuits. A mime invention, field tests have shown that targets cannot even scream before going down."
fire_sound = 'sound/weapons/Gunshot_silenced.ogg'
fire_sound = 'sound/weapons/gunshot_silenced.ogg'
icon_state = "mecha_mime"
equip_cooldown = 30
projectile = /obj/item/projectile/bullet/mime
@@ -428,7 +428,7 @@
/obj/item/punching_glove/throw_impact(atom/hit_atom)
if(!..())
if(istype(hit_atom, /atom/movable))
if(ismovableatom(hit_atom))
var/atom/movable/AM = hit_atom
AM.throw_at(get_edge_target_turf(AM,get_dir(src, AM)), 7, 2)
qdel(src)
File diff suppressed because it is too large Load Diff
+1051 -1052
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File diff suppressed because it is too large Load Diff
+1 -1
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@@ -21,7 +21,7 @@
/datum/action/innate/mecha
check_flags = AB_CHECK_RESTRAINED | AB_CHECK_STUNNED | AB_CHECK_CONSCIOUS
check_flags = AB_CHECK_RESTRAINED | AB_CHECK_STUN | AB_CHECK_CONSCIOUS
var/obj/mecha/chassis
/datum/action/innate/mecha/Grant(mob/living/L, obj/mecha/M)
File diff suppressed because it is too large Load Diff
+249 -249
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@@ -1,250 +1,250 @@
///////////////////////////////////
//////// Mecha wreckage ////////
///////////////////////////////////
/obj/structure/mecha_wreckage
name = "exosuit wreckage"
desc = "Remains of some unfortunate mecha. Completely unrepairable, but perhaps something can be salvaged."
icon = 'icons/mecha/mecha.dmi'
density = 1
anchored = 0
opacity = 0
var/list/welder_salvage = list(/obj/item/stack/sheet/plasteel,/obj/item/stack/sheet/metal,/obj/item/stack/rods)
var/list/wirecutters_salvage = list(/obj/item/stack/cable_coil)
var/list/crowbar_salvage = list()
var/salvage_num = 5
var/mob/living/silicon/ai/AI //AIs to be salvaged
/obj/structure/mecha_wreckage/New(loc, mob/living/silicon/ai/AI_pilot)
..()
if(AI_pilot) //Type-checking for this is already done in mecha/Destroy()
AI = AI_pilot
AI.apply_damage(150, BURN) //Give the AI a bit of damage from the "shock" of being suddenly shut down
AI.death() //The damage is not enough to kill the AI, but to be 'corrupted files' in need of repair.
AI.forceMove(src) //Put the dead AI inside the wreckage for recovery
///////////////////////////////////
//////// Mecha wreckage ////////
///////////////////////////////////
/obj/structure/mecha_wreckage
name = "exosuit wreckage"
desc = "Remains of some unfortunate mecha. Completely unrepairable, but perhaps something can be salvaged."
icon = 'icons/mecha/mecha.dmi'
density = 1
anchored = 0
opacity = 0
var/list/welder_salvage = list(/obj/item/stack/sheet/plasteel,/obj/item/stack/sheet/metal,/obj/item/stack/rods)
var/list/wirecutters_salvage = list(/obj/item/stack/cable_coil)
var/list/crowbar_salvage = list()
var/salvage_num = 5
var/mob/living/silicon/ai/AI //AIs to be salvaged
/obj/structure/mecha_wreckage/New(loc, mob/living/silicon/ai/AI_pilot)
..()
if(AI_pilot) //Type-checking for this is already done in mecha/Destroy()
AI = AI_pilot
AI.apply_damage(150, BURN) //Give the AI a bit of damage from the "shock" of being suddenly shut down
AI.death() //The damage is not enough to kill the AI, but to be 'corrupted files' in need of repair.
AI.forceMove(src) //Put the dead AI inside the wreckage for recovery
add_overlay(mutable_appearance('icons/obj/projectiles.dmi', "green_laser")) //Overlay for the recovery beacon
AI.controlled_mech = null
AI.remote_control = null
/obj/structure/mecha_wreckage/examine(mob/user)
..()
if(AI)
to_chat(user, "<span class='notice'>The AI recovery beacon is active.</span>")
/obj/structure/mecha_wreckage/attackby(obj/item/I, mob/user, params)
if(istype(I, /obj/item/weapon/weldingtool))
if(salvage_num <= 0)
to_chat(user, "<span class='warning'>You don't see anything that can be cut with [I]!</span>")
return
var/obj/item/weapon/weldingtool/WT = I
if(welder_salvage && welder_salvage.len && WT.remove_fuel(0, user))
var/type = prob(70) ? pick(welder_salvage) : null
if(type)
var/N = new type(get_turf(user))
user.visible_message("[user] cuts [N] from [src].", "<span class='notice'>You cut [N] from [src].</span>")
if(istype(N, /obj/item/mecha_parts/part))
welder_salvage -= type
salvage_num--
else
to_chat(user, "<span class='warning'>You fail to salvage anything valuable from [src]!</span>")
else
return
else if(istype(I, /obj/item/weapon/wirecutters))
if(salvage_num <= 0)
to_chat(user, "<span class='warning'>You don't see anything that can be cut with [I]!</span>")
return
else if(wirecutters_salvage && wirecutters_salvage.len)
var/type = prob(70) ? pick(wirecutters_salvage) : null
if(type)
var/N = new type(get_turf(user))
user.visible_message("[user] cuts [N] from [src].", "<span class='notice'>You cut [N] from [src].</span>")
salvage_num--
else
to_chat(user, "<span class='warning'>You fail to salvage anything valuable from [src]!</span>")
else if(istype(I, /obj/item/weapon/crowbar))
if(crowbar_salvage && crowbar_salvage.len)
var/obj/S = pick(crowbar_salvage)
if(S)
S.loc = get_turf(user)
crowbar_salvage -= S
user.visible_message("[user] pries [S] from [src].", "<span class='notice'>You pry [S] from [src].</span>")
return
else
to_chat(user, "<span class='warning'>You don't see anything that can be pried with [I]!</span>")
/obj/structure/mecha_wreckage/transfer_ai(interaction, mob/user, null, obj/item/device/aicard/card)
if(!..())
return
//Proc called on the wreck by the AI card.
if(interaction == AI_TRANS_TO_CARD) //AIs can only be transferred in one direction, from the wreck to the card.
if(!AI) //No AI in the wreck
to_chat(user, "<span class='warning'>No AI backups found.</span>")
return
cut_overlays() //Remove the recovery beacon overlay
AI.forceMove(card) //Move the dead AI to the card.
card.AI = AI
if(AI.client) //AI player is still in the dead AI and is connected
to_chat(AI, "The remains of your file system have been recovered on a mobile storage device.")
else //Give the AI a heads-up that it is probably going to get fixed.
AI.notify_ghost_cloning("You have been recovered from the wreckage!", source = card)
to_chat(user, "<span class='boldnotice'>Backup files recovered</span>: [AI.name] ([rand(1000,9999)].exe) salvaged from [name] and stored within local memory.")
else
return ..()
/obj/structure/mecha_wreckage/gygax
name = "\improper Gygax wreckage"
icon_state = "gygax-broken"
/obj/structure/mecha_wreckage/gygax/New()
..()
var/list/parts = list(/obj/item/mecha_parts/part/gygax_torso,
/obj/item/mecha_parts/part/gygax_head,
/obj/item/mecha_parts/part/gygax_left_arm,
/obj/item/mecha_parts/part/gygax_right_arm,
/obj/item/mecha_parts/part/gygax_left_leg,
/obj/item/mecha_parts/part/gygax_right_leg)
for(var/i = 0; i < 2; i++)
if(parts.len && prob(40))
var/part = pick(parts)
welder_salvage += part
parts -= part
/obj/structure/mecha_wreckage/gygax/dark
name = "\improper Dark Gygax wreckage"
icon_state = "darkgygax-broken"
/obj/structure/mecha_wreckage/marauder
name = "\improper Marauder wreckage"
icon_state = "marauder-broken"
/obj/structure/mecha_wreckage/mauler
name = "\improper Mauler wreckage"
icon_state = "mauler-broken"
desc = "The syndicate won't be very happy about this..."
/obj/structure/mecha_wreckage/seraph
name = "\improper Seraph wreckage"
icon_state = "seraph-broken"
/obj/structure/mecha_wreckage/reticence
name = "\improper Reticence wreckage"
icon_state = "reticence-broken"
color = "#87878715"
desc = "..."
/obj/structure/mecha_wreckage/ripley
name = "\improper Ripley wreckage"
icon_state = "ripley-broken"
/obj/structure/mecha_wreckage/ripley/New()
..()
var/list/parts = list(/obj/item/mecha_parts/part/ripley_torso,
/obj/item/mecha_parts/part/ripley_left_arm,
/obj/item/mecha_parts/part/ripley_right_arm,
/obj/item/mecha_parts/part/ripley_left_leg,
/obj/item/mecha_parts/part/ripley_right_leg)
for(var/i = 0; i < 2; i++)
if(parts.len && prob(40))
var/part = pick(parts)
welder_salvage += part
parts -= part
/obj/structure/mecha_wreckage/ripley/firefighter
name = "\improper Firefighter wreckage"
icon_state = "firefighter-broken"
/obj/structure/mecha_wreckage/ripley/firefighter/New()
..()
var/list/parts = list(/obj/item/mecha_parts/part/ripley_torso,
/obj/item/mecha_parts/part/ripley_left_arm,
/obj/item/mecha_parts/part/ripley_right_arm,
/obj/item/mecha_parts/part/ripley_left_leg,
/obj/item/mecha_parts/part/ripley_right_leg,
/obj/item/clothing/suit/fire)
for(var/i = 0; i < 2; i++)
if(parts.len && prob(40))
var/part = pick(parts)
welder_salvage += part
parts -= part
/obj/structure/mecha_wreckage/ripley/deathripley
name = "\improper Death-Ripley wreckage"
icon_state = "deathripley-broken"
/obj/structure/mecha_wreckage/honker
name = "\improper H.O.N.K wreckage"
icon_state = "honker-broken"
desc = "All is right in the universe."
/obj/structure/mecha_wreckage/honker/New()
..()
var/list/parts = list(
/obj/item/mecha_parts/chassis/honker,
/obj/item/mecha_parts/part/honker_torso,
/obj/item/mecha_parts/part/honker_head,
/obj/item/mecha_parts/part/honker_left_arm,
/obj/item/mecha_parts/part/honker_right_arm,
/obj/item/mecha_parts/part/honker_left_leg,
/obj/item/mecha_parts/part/honker_right_leg)
for(var/i = 0; i < 2; i++)
if(parts.len && prob(40))
var/part = pick(parts)
welder_salvage += part
parts -= part
/obj/structure/mecha_wreckage/durand
name = "\improper Durand wreckage"
icon_state = "durand-broken"
/obj/structure/mecha_wreckage/durand/New()
..()
var/list/parts = list(
/obj/item/mecha_parts/part/durand_torso,
/obj/item/mecha_parts/part/durand_head,
/obj/item/mecha_parts/part/durand_left_arm,
/obj/item/mecha_parts/part/durand_right_arm,
/obj/item/mecha_parts/part/durand_left_leg,
/obj/item/mecha_parts/part/durand_right_leg)
for(var/i = 0; i < 2; i++)
if(parts.len && prob(40))
var/part = pick(parts)
welder_salvage += part
parts -= part
/obj/structure/mecha_wreckage/phazon
name = "\improper Phazon wreckage"
icon_state = "phazon-broken"
/obj/structure/mecha_wreckage/odysseus
name = "\improper Odysseus wreckage"
icon_state = "odysseus-broken"
/obj/structure/mecha_wreckage/odysseus/New()
..()
var/list/parts = list(
/obj/item/mecha_parts/part/odysseus_torso,
/obj/item/mecha_parts/part/odysseus_head,
/obj/item/mecha_parts/part/odysseus_left_arm,
/obj/item/mecha_parts/part/odysseus_right_arm,
/obj/item/mecha_parts/part/odysseus_left_leg,
/obj/item/mecha_parts/part/odysseus_right_leg)
for(var/i = 0; i < 2; i++)
if(parts.len && prob(40))
var/part = pick(parts)
welder_salvage += part
parts -= part
AI.controlled_mech = null
AI.remote_control = null
/obj/structure/mecha_wreckage/examine(mob/user)
..()
if(AI)
to_chat(user, "<span class='notice'>The AI recovery beacon is active.</span>")
/obj/structure/mecha_wreckage/attackby(obj/item/I, mob/user, params)
if(istype(I, /obj/item/weapon/weldingtool))
if(salvage_num <= 0)
to_chat(user, "<span class='warning'>You don't see anything that can be cut with [I]!</span>")
return
var/obj/item/weapon/weldingtool/WT = I
if(welder_salvage && welder_salvage.len && WT.remove_fuel(0, user))
var/type = prob(70) ? pick(welder_salvage) : null
if(type)
var/N = new type(get_turf(user))
user.visible_message("[user] cuts [N] from [src].", "<span class='notice'>You cut [N] from [src].</span>")
if(istype(N, /obj/item/mecha_parts/part))
welder_salvage -= type
salvage_num--
else
to_chat(user, "<span class='warning'>You fail to salvage anything valuable from [src]!</span>")
else
return
else if(istype(I, /obj/item/weapon/wirecutters))
if(salvage_num <= 0)
to_chat(user, "<span class='warning'>You don't see anything that can be cut with [I]!</span>")
return
else if(wirecutters_salvage && wirecutters_salvage.len)
var/type = prob(70) ? pick(wirecutters_salvage) : null
if(type)
var/N = new type(get_turf(user))
user.visible_message("[user] cuts [N] from [src].", "<span class='notice'>You cut [N] from [src].</span>")
salvage_num--
else
to_chat(user, "<span class='warning'>You fail to salvage anything valuable from [src]!</span>")
else if(istype(I, /obj/item/weapon/crowbar))
if(crowbar_salvage && crowbar_salvage.len)
var/obj/S = pick(crowbar_salvage)
if(S)
S.loc = get_turf(user)
crowbar_salvage -= S
user.visible_message("[user] pries [S] from [src].", "<span class='notice'>You pry [S] from [src].</span>")
return
else
to_chat(user, "<span class='warning'>You don't see anything that can be pried with [I]!</span>")
/obj/structure/mecha_wreckage/transfer_ai(interaction, mob/user, null, obj/item/device/aicard/card)
if(!..())
return
//Proc called on the wreck by the AI card.
if(interaction == AI_TRANS_TO_CARD) //AIs can only be transferred in one direction, from the wreck to the card.
if(!AI) //No AI in the wreck
to_chat(user, "<span class='warning'>No AI backups found.</span>")
return
cut_overlays() //Remove the recovery beacon overlay
AI.forceMove(card) //Move the dead AI to the card.
card.AI = AI
if(AI.client) //AI player is still in the dead AI and is connected
to_chat(AI, "The remains of your file system have been recovered on a mobile storage device.")
else //Give the AI a heads-up that it is probably going to get fixed.
AI.notify_ghost_cloning("You have been recovered from the wreckage!", source = card)
to_chat(user, "<span class='boldnotice'>Backup files recovered</span>: [AI.name] ([rand(1000,9999)].exe) salvaged from [name] and stored within local memory.")
else
return ..()
/obj/structure/mecha_wreckage/gygax
name = "\improper Gygax wreckage"
icon_state = "gygax-broken"
/obj/structure/mecha_wreckage/gygax/New()
..()
var/list/parts = list(/obj/item/mecha_parts/part/gygax_torso,
/obj/item/mecha_parts/part/gygax_head,
/obj/item/mecha_parts/part/gygax_left_arm,
/obj/item/mecha_parts/part/gygax_right_arm,
/obj/item/mecha_parts/part/gygax_left_leg,
/obj/item/mecha_parts/part/gygax_right_leg)
for(var/i = 0; i < 2; i++)
if(parts.len && prob(40))
var/part = pick(parts)
welder_salvage += part
parts -= part
/obj/structure/mecha_wreckage/gygax/dark
name = "\improper Dark Gygax wreckage"
icon_state = "darkgygax-broken"
/obj/structure/mecha_wreckage/marauder
name = "\improper Marauder wreckage"
icon_state = "marauder-broken"
/obj/structure/mecha_wreckage/mauler
name = "\improper Mauler wreckage"
icon_state = "mauler-broken"
desc = "The syndicate won't be very happy about this..."
/obj/structure/mecha_wreckage/seraph
name = "\improper Seraph wreckage"
icon_state = "seraph-broken"
/obj/structure/mecha_wreckage/reticence
name = "\improper Reticence wreckage"
icon_state = "reticence-broken"
color = "#87878715"
desc = "..."
/obj/structure/mecha_wreckage/ripley
name = "\improper Ripley wreckage"
icon_state = "ripley-broken"
/obj/structure/mecha_wreckage/ripley/New()
..()
var/list/parts = list(/obj/item/mecha_parts/part/ripley_torso,
/obj/item/mecha_parts/part/ripley_left_arm,
/obj/item/mecha_parts/part/ripley_right_arm,
/obj/item/mecha_parts/part/ripley_left_leg,
/obj/item/mecha_parts/part/ripley_right_leg)
for(var/i = 0; i < 2; i++)
if(parts.len && prob(40))
var/part = pick(parts)
welder_salvage += part
parts -= part
/obj/structure/mecha_wreckage/ripley/firefighter
name = "\improper Firefighter wreckage"
icon_state = "firefighter-broken"
/obj/structure/mecha_wreckage/ripley/firefighter/New()
..()
var/list/parts = list(/obj/item/mecha_parts/part/ripley_torso,
/obj/item/mecha_parts/part/ripley_left_arm,
/obj/item/mecha_parts/part/ripley_right_arm,
/obj/item/mecha_parts/part/ripley_left_leg,
/obj/item/mecha_parts/part/ripley_right_leg,
/obj/item/clothing/suit/fire)
for(var/i = 0; i < 2; i++)
if(parts.len && prob(40))
var/part = pick(parts)
welder_salvage += part
parts -= part
/obj/structure/mecha_wreckage/ripley/deathripley
name = "\improper Death-Ripley wreckage"
icon_state = "deathripley-broken"
/obj/structure/mecha_wreckage/honker
name = "\improper H.O.N.K wreckage"
icon_state = "honker-broken"
desc = "All is right in the universe."
/obj/structure/mecha_wreckage/honker/New()
..()
var/list/parts = list(
/obj/item/mecha_parts/chassis/honker,
/obj/item/mecha_parts/part/honker_torso,
/obj/item/mecha_parts/part/honker_head,
/obj/item/mecha_parts/part/honker_left_arm,
/obj/item/mecha_parts/part/honker_right_arm,
/obj/item/mecha_parts/part/honker_left_leg,
/obj/item/mecha_parts/part/honker_right_leg)
for(var/i = 0; i < 2; i++)
if(parts.len && prob(40))
var/part = pick(parts)
welder_salvage += part
parts -= part
/obj/structure/mecha_wreckage/durand
name = "\improper Durand wreckage"
icon_state = "durand-broken"
/obj/structure/mecha_wreckage/durand/New()
..()
var/list/parts = list(
/obj/item/mecha_parts/part/durand_torso,
/obj/item/mecha_parts/part/durand_head,
/obj/item/mecha_parts/part/durand_left_arm,
/obj/item/mecha_parts/part/durand_right_arm,
/obj/item/mecha_parts/part/durand_left_leg,
/obj/item/mecha_parts/part/durand_right_leg)
for(var/i = 0; i < 2; i++)
if(parts.len && prob(40))
var/part = pick(parts)
welder_salvage += part
parts -= part
/obj/structure/mecha_wreckage/phazon
name = "\improper Phazon wreckage"
icon_state = "phazon-broken"
/obj/structure/mecha_wreckage/odysseus
name = "\improper Odysseus wreckage"
icon_state = "odysseus-broken"
/obj/structure/mecha_wreckage/odysseus/New()
..()
var/list/parts = list(
/obj/item/mecha_parts/part/odysseus_torso,
/obj/item/mecha_parts/part/odysseus_head,
/obj/item/mecha_parts/part/odysseus_left_arm,
/obj/item/mecha_parts/part/odysseus_right_arm,
/obj/item/mecha_parts/part/odysseus_left_leg,
/obj/item/mecha_parts/part/odysseus_right_leg)
for(var/i = 0; i < 2; i++)
if(parts.len && prob(40))
var/part = pick(parts)
welder_salvage += part
parts -= part
+155 -157
View File
@@ -1,98 +1,98 @@
/obj/mecha/working/ripley
desc = "Autonomous Power Loader Unit. This newer model is refitted with powerful armour against the dangers of the EVA mining process."
name = "\improper APLU \"Ripley\""
icon_state = "ripley"
step_in = 4 //Move speed, lower is faster.
var/hi_pres_step_in = 4 //step_in while in high pressure.
var/lo_pres_step_in = 2 //step_in while in low/zero pressure.
max_temperature = 20000
obj_integrity = 200
max_integrity = 200
lights_power = 7
deflect_chance = 15
armor = list(melee = 40, bullet = 20, laser = 10, energy = 20, bomb = 40, bio = 0, rad = 0, fire = 100, acid = 100)
max_equip = 6
wreckage = /obj/structure/mecha_wreckage/ripley
var/list/cargo = new
var/cargo_capacity = 15
var/hides = 0
/obj/mecha/working/ripley/Move()
. = ..()
/obj/mecha/working/ripley
desc = "Autonomous Power Loader Unit. This newer model is refitted with powerful armour against the dangers of planetary mining."
name = "\improper APLU \"Ripley\""
icon_state = "ripley"
step_in = 4 //Move speed, lower is faster.
var/fast_pressure_step_in = 2 //step_in while in normal pressure conditions
var/slow_pressure_step_in = 4 //step_in while in better pressure conditions
max_temperature = 20000
obj_integrity = 200
max_integrity = 200
lights_power = 7
deflect_chance = 15
armor = list(melee = 40, bullet = 20, laser = 10, energy = 20, bomb = 40, bio = 0, rad = 0, fire = 100, acid = 100)
max_equip = 6
wreckage = /obj/structure/mecha_wreckage/ripley
var/list/cargo = new
var/cargo_capacity = 15
var/hides = 0
/obj/mecha/working/ripley/Move()
. = ..()
if(.)
collect_ore()
update_pressure()
/obj/mecha/working/ripley/proc/collect_ore()
if(locate(/obj/item/mecha_parts/mecha_equipment/hydraulic_clamp) in equipment)
var/obj/structure/ore_box/ore_box = locate(/obj/structure/ore_box) in cargo
if(ore_box)
var/obj/structure/ore_box/ore_box = locate(/obj/structure/ore_box) in cargo
if(ore_box)
for(var/obj/item/weapon/ore/ore in range(1, src))
if(ore.Adjacent(src) && ((get_dir(src, ore) & dir) || ore.loc == loc)) //we can reach it and it's in front of us? grab it!
ore.forceMove(ore_box)
/obj/mecha/working/ripley/Destroy()
for(var/i=1, i <= hides, i++)
new /obj/item/stack/sheet/animalhide/goliath_hide(loc) //If a goliath-plated ripley gets killed, all the plates drop
for(var/atom/movable/A in cargo)
A.forceMove(loc)
step_rand(A)
cargo.Cut()
return ..()
/obj/mecha/working/ripley/go_out()
..()
update_icon()
/obj/mecha/working/ripley/moved_inside(mob/living/carbon/human/H)
..()
update_icon()
/obj/mecha/working/ripley/update_icon()
..()
if (hides)
cut_overlays()
if(hides < 3)
/obj/mecha/working/ripley/Destroy()
for(var/i=1, i <= hides, i++)
new /obj/item/stack/sheet/animalhide/goliath_hide(loc) //If a goliath-plated ripley gets killed, all the plates drop
for(var/atom/movable/A in cargo)
A.forceMove(loc)
step_rand(A)
cargo.Cut()
return ..()
/obj/mecha/working/ripley/go_out()
..()
update_icon()
/obj/mecha/working/ripley/moved_inside(mob/living/carbon/human/H)
..()
update_icon()
/obj/mecha/working/ripley/update_icon()
..()
if (hides)
cut_overlays()
if(hides < 3)
add_overlay(occupant ? "ripley-g" : "ripley-g-open")
else
else
add_overlay(occupant ? "ripley-g-full" : "ripley-g-full-open")
/obj/mecha/working/ripley/firefighter
desc = "Autonomous Power Loader Unit. This model is refitted with additional thermal protection."
name = "\improper APLU \"Firefighter\""
icon_state = "firefighter"
max_temperature = 65000
obj_integrity = 250
max_integrity = 250
resistance_flags = LAVA_PROOF | FIRE_PROOF | ACID_PROOF
lights_power = 7
armor = list(melee = 40, bullet = 30, laser = 30, energy = 30, bomb = 60, bio = 0, rad = 0, fire = 100, acid = 100)
max_equip = 5 // More armor, less tools
wreckage = /obj/structure/mecha_wreckage/ripley/firefighter
/obj/mecha/working/ripley/deathripley
desc = "OH SHIT IT'S THE DEATHSQUAD WE'RE ALL GONNA DIE"
name = "\improper DEATH-RIPLEY"
icon_state = "deathripley"
hi_pres_step_in = 3
opacity=0
lights_power = 7
wreckage = /obj/structure/mecha_wreckage/ripley/deathripley
step_energy_drain = 0
/obj/mecha/working/ripley/deathripley/New()
..()
var/obj/item/mecha_parts/mecha_equipment/ME = new /obj/item/mecha_parts/mecha_equipment/hydraulic_clamp/kill
ME.attach(src)
return
/obj/mecha/working/ripley/mining
desc = "An old, dusty mining Ripley."
name = "\improper APLU \"Miner\""
/obj/mecha/working/ripley/firefighter
desc = "Autonomous Power Loader Unit. This model is refitted with additional thermal protection."
name = "\improper APLU \"Firefighter\""
icon_state = "firefighter"
max_temperature = 65000
obj_integrity = 250
max_integrity = 250
resistance_flags = LAVA_PROOF | FIRE_PROOF | ACID_PROOF
lights_power = 7
armor = list(melee = 40, bullet = 30, laser = 30, energy = 30, bomb = 60, bio = 0, rad = 0, fire = 100, acid = 100)
max_equip = 5 // More armor, less tools
wreckage = /obj/structure/mecha_wreckage/ripley/firefighter
/obj/mecha/working/ripley/deathripley
desc = "OH SHIT IT'S THE DEATHSQUAD WE'RE ALL GONNA DIE"
name = "\improper DEATH-RIPLEY"
icon_state = "deathripley"
slow_pressure_step_in = 3
opacity=0
lights_power = 7
wreckage = /obj/structure/mecha_wreckage/ripley/deathripley
step_energy_drain = 0
/obj/mecha/working/ripley/deathripley/New()
..()
var/obj/item/mecha_parts/mecha_equipment/ME = new /obj/item/mecha_parts/mecha_equipment/hydraulic_clamp/kill
ME.attach(src)
return
/obj/mecha/working/ripley/mining
desc = "An old, dusty mining Ripley."
name = "\improper APLU \"Miner\""
obj_integrity = 75 //Low starting health
/obj/mecha/working/ripley/mining/Initialize()
. = ..()
if(cell)
@@ -104,81 +104,79 @@
else
var/obj/item/mecha_parts/mecha_equipment/drill/D = new
D.attach(src)
else //Add possible plasma cutter if no drill
var/obj/item/mecha_parts/mecha_equipment/M = new
M.attach(src)
//Add ore box to cargo
cargo.Add(new /obj/structure/ore_box(src))
//Attach hydraulic clamp
M.attach(src)
//Add ore box to cargo
cargo.Add(new /obj/structure/ore_box(src))
//Attach hydraulic clamp
var/obj/item/mecha_parts/mecha_equipment/hydraulic_clamp/HC = new
HC.attach(src)
for(var/obj/item/mecha_parts/mecha_tracking/B in trackers)//Deletes the beacon so it can't be found easily
qdel(B)
HC.attach(src)
for(var/obj/item/mecha_parts/mecha_tracking/B in trackers)//Deletes the beacon so it can't be found easily
qdel(B)
var/obj/item/mecha_parts/mecha_equipment/mining_scanner/scanner = new
scanner.attach(src)
/obj/mecha/working/ripley/Exit(atom/movable/O)
if(O in cargo)
return 0
return ..()
/obj/mecha/working/ripley/Topic(href, href_list)
..()
if(href_list["drop_from_cargo"])
var/obj/O = locate(href_list["drop_from_cargo"])
if(O && O in src.cargo)
src.occupant_message("<span class='notice'>You unload [O].</span>")
O.forceMove(loc)
src.cargo -= O
src.log_message("Unloaded [O]. Cargo compartment capacity: [cargo_capacity - src.cargo.len]")
return
/obj/mecha/working/ripley/contents_explosion(severity, target)
for(var/X in cargo)
var/obj/O = X
if(prob(30/severity))
cargo -= O
O.forceMove(loc)
. = ..()
/obj/mecha/working/ripley/get_stats_part()
var/output = ..()
output += "<b>Cargo Compartment Contents:</b><div style=\"margin-left: 15px;\">"
if(cargo.len)
for(var/obj/O in cargo)
output += "<a href='?src=\ref[src];drop_from_cargo=\ref[O]'>Unload</a> : [O]<br>"
else
output += "Nothing"
output += "</div>"
return output
/obj/mecha/working/ripley/proc/update_pressure()
var/turf/T = get_turf(loc)
var/datum/gas_mixture/environment = T.return_air()
var/pressure = environment.return_pressure()
if(pressure < 40)
step_in = lo_pres_step_in
for(var/obj/item/mecha_parts/mecha_equipment/drill/drill in equipment)
drill.equip_cooldown = initial(drill.equip_cooldown)/2
else
step_in = hi_pres_step_in
for(var/obj/item/mecha_parts/mecha_equipment/drill/drill in equipment)
drill.equip_cooldown = initial(drill.equip_cooldown)
/obj/mecha/working/ripley/relay_container_resist(mob/living/user, obj/O)
to_chat(user, "<span class='notice'>You lean on the back of [O] and start pushing so it falls out of [src].</span>")
if(do_after(user, 300, target = O))
if(!user || user.stat != CONSCIOUS || user.loc != src || O.loc != src )
return
to_chat(user, "<span class='notice'>You successfully pushed [O] out of [src]!</span>")
O.loc = loc
cargo -= O
else
if(user.loc == src) //so we don't get the message if we resisted multiple times and succeeded.
to_chat(user, "<span class='warning'>You fail to push [O] out of [src]!</span>")
scanner.attach(src)
/obj/mecha/working/ripley/Exit(atom/movable/O)
if(O in cargo)
return 0
return ..()
/obj/mecha/working/ripley/Topic(href, href_list)
..()
if(href_list["drop_from_cargo"])
var/obj/O = locate(href_list["drop_from_cargo"])
if(O && O in src.cargo)
src.occupant_message("<span class='notice'>You unload [O].</span>")
O.forceMove(loc)
src.cargo -= O
src.log_message("Unloaded [O]. Cargo compartment capacity: [cargo_capacity - src.cargo.len]")
return
/obj/mecha/working/ripley/contents_explosion(severity, target)
for(var/X in cargo)
var/obj/O = X
if(prob(30/severity))
cargo -= O
O.forceMove(loc)
. = ..()
/obj/mecha/working/ripley/get_stats_part()
var/output = ..()
output += "<b>Cargo Compartment Contents:</b><div style=\"margin-left: 15px;\">"
if(cargo.len)
for(var/obj/O in cargo)
output += "<a href='?src=\ref[src];drop_from_cargo=\ref[O]'>Unload</a> : [O]<br>"
else
output += "Nothing"
output += "</div>"
return output
/obj/mecha/working/ripley/proc/update_pressure()
var/turf/T = get_turf(loc)
if(lavaland_equipment_pressure_check(T))
step_in = fast_pressure_step_in
for(var/obj/item/mecha_parts/mecha_equipment/drill/drill in equipment)
drill.equip_cooldown = initial(drill.equip_cooldown)/2
else
step_in = slow_pressure_step_in
for(var/obj/item/mecha_parts/mecha_equipment/drill/drill in equipment)
drill.equip_cooldown = initial(drill.equip_cooldown)
/obj/mecha/working/ripley/relay_container_resist(mob/living/user, obj/O)
to_chat(user, "<span class='notice'>You lean on the back of [O] and start pushing so it falls out of [src].</span>")
if(do_after(user, 300, target = O))
if(!user || user.stat != CONSCIOUS || user.loc != src || O.loc != src )
return
to_chat(user, "<span class='notice'>You successfully pushed [O] out of [src]!</span>")
O.loc = loc
cargo -= O
else
if(user.loc == src) //so we don't get the message if we resisted multiple times and succeeded.
to_chat(user, "<span class='warning'>You fail to push [O] out of [src]!</span>")