Merge branch 'master' into RCD-Updates

This commit is contained in:
r4d6
2020-01-07 00:04:43 -05:00
committed by GitHub
171 changed files with 18268 additions and 12784 deletions
+1 -1
View File
@@ -14,7 +14,7 @@
circuit = /obj/item/circuitboard/machine/sleeper
req_access = list(ACCESS_CMO) //Used for reagent deletion and addition of non medicines
var/efficiency = 1
var/min_health = -25
var/min_health = 30
var/list/available_chems
var/controls_inside = FALSE
var/list/possible_chems = list(
+1 -1
View File
@@ -491,4 +491,4 @@
//Attacks/effects.
/obj/machinery/cryopod/blob_act()
return //Sorta gamey, but we don't really want these to be destroyed.
return //Sorta gamey, but we don't really want these to be destroyed.
+46 -7
View File
@@ -7,26 +7,51 @@ GLOBAL_LIST_EMPTY(doppler_arrays)
icon_state = "tdoppler"
density = TRUE
var/integrated = FALSE
var/list_limit = 100
var/cooldown = 10
var/next_announce = 0
var/max_dist = 150
verb_say = "states coldly"
var/list/message_log = list()
/obj/machinery/doppler_array/Initialize()
. = ..()
GLOB.doppler_arrays += src
/obj/machinery/doppler_array/ComponentInitialize()
. = ..()
AddComponent(/datum/component/simple_rotation,ROTATION_ALTCLICK | ROTATION_CLOCKWISE,null,null,CALLBACK(src,.proc/rot_message))
/obj/machinery/doppler_array/Destroy()
GLOB.doppler_arrays -= src
return ..()
/obj/machinery/doppler_array/examine(mob/user)
/obj/machinery/doppler_array/ui_interact(mob/user)
. = ..()
. += "<span class='notice'>Its dish is facing to the [dir2text(dir)].</span>"
if(stat)
return FALSE
/obj/machinery/doppler_array/process()
return PROCESS_KILL
var/list/dat = list()
for(var/i in 1 to LAZYLEN(message_log))
dat += "Log recording #[i]: [message_log[i]]<br/><br>"
dat += "<A href='?src=[REF(src)];delete_log=1'>Delete logs</A><br>"
dat += "<hr>"
dat += "<A href='?src=[REF(src)];refresh=1'>(Refresh)</A><br>"
dat += "</body></html>"
var/datum/browser/popup = new(user, "computer", name, 400, 500)
popup.set_content(dat.Join(" "))
popup.open()
/obj/machinery/doppler_array/Topic(href, href_list)
if(..())
return
if(href_list["delete_log"])
LAZYCLEARLIST(message_log)
if(href_list["refresh"])
updateUsrDialog()
updateUsrDialog()
return
/obj/machinery/doppler_array/attackby(obj/item/I, mob/user, params)
if(istype(I, /obj/item/wrench))
@@ -46,15 +71,18 @@ GLOBAL_LIST_EMPTY(doppler_arrays)
to_chat(user, "<span class='notice'>You adjust [src]'s dish to face to the [dir2text(dir)].</span>")
playsound(src, 'sound/items/screwdriver2.ogg', 50, 1)
/obj/machinery/doppler_array/proc/sense_explosion(turf/epicenter,devastation_range,heavy_impact_range,light_impact_range,
took,orig_dev_range,orig_heavy_range,orig_light_range)
/obj/machinery/doppler_array/proc/sense_explosion(turf/epicenter, devastation_range, heavy_impact_range, light_impact_range,
took, orig_dev_range, orig_heavy_range, orig_light_range)
if(stat & NOPOWER)
return FALSE
var/turf/zone = get_turf(src)
if(zone.z != epicenter.z)
return FALSE
if(next_announce > world.time)
return FALSE
next_announce = world.time + cooldown
var/distance = get_dist(epicenter, zone)
var/direct = get_dir(zone, epicenter)
@@ -80,8 +108,19 @@ GLOBAL_LIST_EMPTY(doppler_arrays)
else
for(var/message in messages)
say(message)
if(LAZYLEN(message_log) > list_limit)
say("Storage buffer is full! Clearing buffers...")
LAZYCLEARLIST(message_log)
LAZYADD(message_log, messages.Join(" "))
return TRUE
/obj/machinery/doppler_array/examine(mob/user)
. = ..()
. += "<span class='notice'>Its dish is facing to the [dir2text(dir)].</span>"
/obj/machinery/doppler_array/process()
return PROCESS_KILL
/obj/machinery/doppler_array/power_change()
if(stat & BROKEN)
icon_state = "[initial(icon_state)]-broken"
+340 -340
View File
@@ -1,340 +1,340 @@
#define FIREALARM_COOLDOWN 67 // Chosen fairly arbitrarily, it is the length of the audio in FireAlarm.ogg. The actual track length is 7 seconds 8ms but but the audio stops at 6s 700ms
/obj/item/electronics/firealarm
name = "fire alarm electronics"
desc = "A fire alarm circuit. Can handle heat levels up to 40 degrees celsius."
/obj/item/wallframe/firealarm
name = "fire alarm frame"
desc = "Used for building fire alarms."
icon = 'icons/obj/monitors.dmi'
icon_state = "fire_bitem"
result_path = /obj/machinery/firealarm
/obj/machinery/firealarm
name = "fire alarm"
desc = "<i>\"Pull this in case of emergency\"</i>. Thus, keep pulling it forever."
icon = 'icons/obj/monitors.dmi'
icon_state = "fire0"
max_integrity = 250
integrity_failure = 100
armor = list("melee" = 0, "bullet" = 0, "laser" = 0, "energy" = 0, "bomb" = 0, "bio" = 100, "rad" = 100, "fire" = 90, "acid" = 30)
use_power = IDLE_POWER_USE
idle_power_usage = 2
active_power_usage = 6
power_channel = ENVIRON
resistance_flags = FIRE_PROOF
light_power = 0
light_range = 7
light_color = "#ff3232"
var/detecting = 1
var/buildstage = 2 // 2 = complete, 1 = no wires, 0 = circuit gone
var/last_alarm = 0
var/area/myarea = null
/obj/machinery/firealarm/Initialize(mapload, dir, building)
. = ..()
if(dir)
src.setDir(dir)
if(building)
buildstage = 0
panel_open = TRUE
pixel_x = (dir & 3)? 0 : (dir == 4 ? -24 : 24)
pixel_y = (dir & 3)? (dir ==1 ? -24 : 24) : 0
update_icon()
myarea = get_area(src)
LAZYADD(myarea.firealarms, src)
/obj/machinery/firealarm/Destroy()
LAZYREMOVE(myarea.firealarms, src)
return ..()
/obj/machinery/firealarm/power_change()
..()
update_icon()
/obj/machinery/firealarm/update_icon()
cut_overlays()
SSvis_overlays.remove_vis_overlay(src, managed_vis_overlays)
if(panel_open)
icon_state = "fire_b[buildstage]"
return
if(stat & BROKEN)
icon_state = "firex"
return
icon_state = "fire0"
if(stat & NOPOWER)
return
add_overlay("fire_overlay")
if(is_station_level(z))
add_overlay("fire_[GLOB.security_level]")
SSvis_overlays.add_vis_overlay(src, icon, "fire_[GLOB.security_level]", ABOVE_LIGHTING_LAYER, ABOVE_LIGHTING_PLANE, dir)
else
add_overlay("fire_[SEC_LEVEL_GREEN]")
SSvis_overlays.add_vis_overlay(src, icon, "fire_[SEC_LEVEL_GREEN]", ABOVE_LIGHTING_LAYER, ABOVE_LIGHTING_PLANE, dir)
var/area/A = src.loc
A = A.loc
if(!detecting || !A.fire)
add_overlay("fire_off")
SSvis_overlays.add_vis_overlay(src, icon, "fire_off", ABOVE_LIGHTING_LAYER, ABOVE_LIGHTING_PLANE, dir)
else if(obj_flags & EMAGGED)
add_overlay("fire_emagged")
SSvis_overlays.add_vis_overlay(src, icon, "fire_emagged", ABOVE_LIGHTING_LAYER, ABOVE_LIGHTING_PLANE, dir)
else
add_overlay("fire_on")
SSvis_overlays.add_vis_overlay(src, icon, "fire_on", ABOVE_LIGHTING_LAYER, ABOVE_LIGHTING_PLANE, dir)
/obj/machinery/firealarm/emp_act(severity)
. = ..()
if (. & EMP_PROTECT_SELF)
return
if(prob(50 / severity))
alarm()
/obj/machinery/firealarm/emag_act(mob/user)
. = ..()
if(obj_flags & EMAGGED)
return
obj_flags |= EMAGGED
update_icon()
if(user)
user.visible_message("<span class='warning'>Sparks fly out of [src]!</span>",
"<span class='notice'>You emag [src], disabling its thermal sensors.</span>")
playsound(src, "sparks", 50, 1)
return TRUE
/obj/machinery/firealarm/temperature_expose(datum/gas_mixture/air, temperature, volume)
if((temperature > T0C + 200 || temperature < BODYTEMP_COLD_DAMAGE_LIMIT) && (last_alarm+FIREALARM_COOLDOWN < world.time) && !(obj_flags & EMAGGED) && detecting && !stat)
alarm()
..()
/obj/machinery/firealarm/proc/alarm(mob/user)
if(!is_operational() || (last_alarm+FIREALARM_COOLDOWN > world.time))
return
last_alarm = world.time
var/area/A = get_area(src)
A.firealert(src)
playsound(loc, 'goon/sound/machinery/FireAlarm.ogg', 75)
if(user)
log_game("[user] triggered a fire alarm at [COORD(src)]")
/obj/machinery/firealarm/proc/reset(mob/user)
if(!is_operational())
return
var/area/A = get_area(src)
A.firereset(src)
if(user)
log_game("[user] reset a fire alarm at [COORD(src)]")
/obj/machinery/firealarm/attack_hand(mob/user)
if(buildstage != 2)
return ..()
add_fingerprint(user)
var/area/A = get_area(src)
if(A.fire)
reset(user)
else
alarm(user)
/obj/machinery/firealarm/attack_ai(mob/user)
return attack_hand(user)
/obj/machinery/firealarm/attack_robot(mob/user)
return attack_hand(user)
/obj/machinery/firealarm/attackby(obj/item/W, mob/user, params)
add_fingerprint(user)
if(istype(W, /obj/item/screwdriver) && buildstage == 2)
W.play_tool_sound(src)
panel_open = !panel_open
to_chat(user, "<span class='notice'>The wires have been [panel_open ? "exposed" : "unexposed"].</span>")
update_icon()
return
if(panel_open)
if(istype(W, /obj/item/weldingtool) && user.a_intent == INTENT_HELP)
if(obj_integrity < max_integrity)
if(!W.tool_start_check(user, amount=0))
return
to_chat(user, "<span class='notice'>You begin repairing [src]...</span>")
if(W.use_tool(src, user, 40, volume=50))
obj_integrity = max_integrity
to_chat(user, "<span class='notice'>You repair [src].</span>")
else
to_chat(user, "<span class='warning'>[src] is already in good condition!</span>")
return
switch(buildstage)
if(2)
if(istype(W, /obj/item/multitool))
detecting = !detecting
if (src.detecting)
user.visible_message("[user] has reconnected [src]'s detecting unit!", "<span class='notice'>You reconnect [src]'s detecting unit.</span>")
else
user.visible_message("[user] has disconnected [src]'s detecting unit!", "<span class='notice'>You disconnect [src]'s detecting unit.</span>")
return
else if (istype(W, /obj/item/wirecutters))
buildstage = 1
W.play_tool_sound(src)
new /obj/item/stack/cable_coil(user.loc, 5)
to_chat(user, "<span class='notice'>You cut the wires from \the [src].</span>")
update_icon()
return
else if(W.force) //hit and turn it on
..()
var/area/A = get_area(src)
if(!A.fire)
alarm()
return
if(1)
if(istype(W, /obj/item/stack/cable_coil))
var/obj/item/stack/cable_coil/coil = W
if(coil.get_amount() < 5)
to_chat(user, "<span class='warning'>You need more cable for this!</span>")
else
coil.use(5)
buildstage = 2
to_chat(user, "<span class='notice'>You wire \the [src].</span>")
update_icon()
return
else if(istype(W, /obj/item/crowbar))
user.visible_message("[user.name] removes the electronics from [src.name].", \
"<span class='notice'>You start prying out the circuit...</span>")
if(W.use_tool(src, user, 20, volume=50))
if(buildstage == 1)
if(stat & BROKEN)
to_chat(user, "<span class='notice'>You remove the destroyed circuit.</span>")
stat &= ~BROKEN
else
to_chat(user, "<span class='notice'>You pry out the circuit.</span>")
new /obj/item/electronics/firealarm(user.loc)
buildstage = 0
update_icon()
return
if(0)
if(istype(W, /obj/item/electronics/firealarm))
to_chat(user, "<span class='notice'>You insert the circuit.</span>")
qdel(W)
buildstage = 1
update_icon()
return
else if(istype(W, /obj/item/electroadaptive_pseudocircuit))
var/obj/item/electroadaptive_pseudocircuit/P = W
if(!P.adapt_circuit(user, 15))
return
user.visible_message("<span class='notice'>[user] fabricates a circuit and places it into [src].</span>", \
"<span class='notice'>You adapt a fire alarm circuit and slot it into the assembly.</span>")
buildstage = 1
update_icon()
return
else if(istype(W, /obj/item/wrench))
user.visible_message("[user] removes the fire alarm assembly from the wall.", \
"<span class='notice'>You remove the fire alarm assembly from the wall.</span>")
var/obj/item/wallframe/firealarm/frame = new /obj/item/wallframe/firealarm()
frame.forceMove(user.drop_location())
W.play_tool_sound(src)
qdel(src)
return
return ..()
/obj/machinery/firealarm/rcd_vals(mob/user, obj/item/construction/rcd/the_rcd)
if((buildstage == 0) && (the_rcd.upgrade & RCD_UPGRADE_SIMPLE_CIRCUITS))
return list("mode" = RCD_UPGRADE_SIMPLE_CIRCUITS, "delay" = 20, "cost" = 1)
return FALSE
/obj/machinery/firealarm/rcd_act(mob/user, obj/item/construction/rcd/the_rcd, passed_mode)
switch(passed_mode)
if(RCD_UPGRADE_SIMPLE_CIRCUITS)
user.visible_message("<span class='notice'>[user] fabricates a circuit and places it into [src].</span>", \
"<span class='notice'>You adapt a fire alarm circuit and slot it into the assembly.</span>")
buildstage = 1
update_icon()
return TRUE
return FALSE
/obj/machinery/firealarm/take_damage(damage_amount, damage_type = BRUTE, damage_flag = 0, sound_effect = 1, attack_dir)
. = ..()
if(.) //damage received
if(obj_integrity > 0 && !(stat & BROKEN) && buildstage != 0)
if(prob(33))
alarm()
/obj/machinery/firealarm/singularity_pull(S, current_size)
if (current_size >= STAGE_FIVE) // If the singulo is strong enough to pull anchored objects, the fire alarm experiences integrity failure
deconstruct()
..()
/obj/machinery/firealarm/obj_break(damage_flag)
if(!(stat & BROKEN) && !(flags_1 & NODECONSTRUCT_1) && buildstage != 0) //can't break the electronics if there isn't any inside.
LAZYREMOVE(myarea.firealarms, src)
stat |= BROKEN
update_icon()
/obj/machinery/firealarm/deconstruct(disassembled = TRUE)
if(!(flags_1 & NODECONSTRUCT_1))
new /obj/item/stack/sheet/metal(loc, 1)
if(!(stat & BROKEN))
var/obj/item/I = new /obj/item/electronics/firealarm(loc)
if(!disassembled)
I.obj_integrity = I.max_integrity * 0.5
new /obj/item/stack/cable_coil(loc, 3)
qdel(src)
/obj/machinery/firealarm/proc/update_fire_light(fire)
if(fire == !!light_power)
return // do nothing if we're already active
if(fire)
set_light(l_power = 0.8)
else
set_light(l_power = 0)
/*
* Return of Party button
*/
/area
var/party = FALSE
/obj/machinery/firealarm/partyalarm
name = "\improper PARTY BUTTON"
desc = "Cuban Pete is in the house!"
var/static/party_overlay
/obj/machinery/firealarm/partyalarm/reset()
if (stat & (NOPOWER|BROKEN))
return
var/area/A = get_area(src)
if (!A || !A.party)
return
A.party = FALSE
A.cut_overlay(party_overlay)
/obj/machinery/firealarm/partyalarm/alarm()
if (stat & (NOPOWER|BROKEN))
return
var/area/A = get_area(src)
if (!A || A.party || A.name == "Space")
return
A.party = TRUE
if (!party_overlay)
party_overlay = iconstate2appearance('icons/turf/areas.dmi', "party")
A.add_overlay(party_overlay)
#define FIREALARM_COOLDOWN 67 // Chosen fairly arbitrarily, it is the length of the audio in FireAlarm.ogg. The actual track length is 7 seconds 8ms but but the audio stops at 6s 700ms
/obj/item/electronics/firealarm
name = "fire alarm electronics"
desc = "A fire alarm circuit. Can handle heat levels up to 40 degrees celsius."
/obj/item/wallframe/firealarm
name = "fire alarm frame"
desc = "Used for building fire alarms."
icon = 'icons/obj/monitors.dmi'
icon_state = "fire_bitem"
result_path = /obj/machinery/firealarm
/obj/machinery/firealarm
name = "fire alarm"
desc = "<i>\"Pull this in case of emergency\"</i>. Thus, keep pulling it forever."
icon = 'icons/obj/monitors.dmi'
icon_state = "fire0"
max_integrity = 250
integrity_failure = 100
armor = list("melee" = 0, "bullet" = 0, "laser" = 0, "energy" = 0, "bomb" = 0, "bio" = 100, "rad" = 100, "fire" = 90, "acid" = 30)
use_power = IDLE_POWER_USE
idle_power_usage = 2
active_power_usage = 6
power_channel = ENVIRON
resistance_flags = FIRE_PROOF
light_power = 0
light_range = 7
light_color = "#ff3232"
var/detecting = 1
var/buildstage = 2 // 2 = complete, 1 = no wires, 0 = circuit gone
var/last_alarm = 0
var/area/myarea = null
/obj/machinery/firealarm/Initialize(mapload, dir, building)
. = ..()
if(dir)
src.setDir(dir)
if(building)
buildstage = 0
panel_open = TRUE
pixel_x = (dir & 3)? 0 : (dir == 4 ? -24 : 24)
pixel_y = (dir & 3)? (dir ==1 ? -24 : 24) : 0
update_icon()
myarea = get_area(src)
LAZYADD(myarea.firealarms, src)
/obj/machinery/firealarm/Destroy()
LAZYREMOVE(myarea.firealarms, src)
return ..()
/obj/machinery/firealarm/power_change()
..()
update_icon()
/obj/machinery/firealarm/update_icon()
cut_overlays()
SSvis_overlays.remove_vis_overlay(src, managed_vis_overlays)
if(panel_open)
icon_state = "fire_b[buildstage]"
return
if(stat & BROKEN)
icon_state = "firex"
return
icon_state = "fire0"
if(stat & NOPOWER)
return
add_overlay("fire_overlay")
if(is_station_level(z))
add_overlay("fire_[GLOB.security_level]")
SSvis_overlays.add_vis_overlay(src, icon, "fire_[GLOB.security_level]", ABOVE_LIGHTING_LAYER, ABOVE_LIGHTING_PLANE, dir)
else
add_overlay("fire_[SEC_LEVEL_GREEN]")
SSvis_overlays.add_vis_overlay(src, icon, "fire_[SEC_LEVEL_GREEN]", ABOVE_LIGHTING_LAYER, ABOVE_LIGHTING_PLANE, dir)
var/area/A = src.loc
A = A.loc
if(!detecting || !A.fire)
add_overlay("fire_off")
SSvis_overlays.add_vis_overlay(src, icon, "fire_off", ABOVE_LIGHTING_LAYER, ABOVE_LIGHTING_PLANE, dir)
else if(obj_flags & EMAGGED)
add_overlay("fire_emagged")
SSvis_overlays.add_vis_overlay(src, icon, "fire_emagged", ABOVE_LIGHTING_LAYER, ABOVE_LIGHTING_PLANE, dir)
else
add_overlay("fire_on")
SSvis_overlays.add_vis_overlay(src, icon, "fire_on", ABOVE_LIGHTING_LAYER, ABOVE_LIGHTING_PLANE, dir)
/obj/machinery/firealarm/emp_act(severity)
. = ..()
if (. & EMP_PROTECT_SELF)
return
if(prob(50 / severity))
alarm()
/obj/machinery/firealarm/emag_act(mob/user)
. = ..()
if(obj_flags & EMAGGED)
return
obj_flags |= EMAGGED
update_icon()
if(user)
user.visible_message("<span class='warning'>Sparks fly out of [src]!</span>",
"<span class='notice'>You emag [src], disabling its thermal sensors.</span>")
playsound(src, "sparks", 50, 1)
return TRUE
/obj/machinery/firealarm/temperature_expose(datum/gas_mixture/air, temperature, volume)
if((temperature > T0C + 200 || temperature < BODYTEMP_COLD_DAMAGE_LIMIT) && (last_alarm+FIREALARM_COOLDOWN < world.time) && !(obj_flags & EMAGGED) && detecting && !stat)
alarm()
..()
/obj/machinery/firealarm/proc/alarm(mob/user)
if(!is_operational() || (last_alarm+FIREALARM_COOLDOWN > world.time))
return
last_alarm = world.time
var/area/A = get_area(src)
A.firealert(src)
playsound(loc, 'goon/sound/machinery/FireAlarm.ogg', 75)
if(user)
log_game("[user] triggered a fire alarm at [COORD(src)]")
/obj/machinery/firealarm/proc/reset(mob/user)
if(!is_operational())
return
var/area/A = get_area(src)
A.firereset(src)
if(user)
log_game("[user] reset a fire alarm at [COORD(src)]")
/obj/machinery/firealarm/attack_hand(mob/user)
if(buildstage != 2)
return ..()
add_fingerprint(user)
var/area/A = get_area(src)
if(A.fire)
reset(user)
else
alarm(user)
/obj/machinery/firealarm/attack_ai(mob/user)
return attack_hand(user)
/obj/machinery/firealarm/attack_robot(mob/user)
return attack_hand(user)
/obj/machinery/firealarm/attackby(obj/item/W, mob/user, params)
add_fingerprint(user)
if(istype(W, /obj/item/screwdriver) && buildstage == 2)
W.play_tool_sound(src)
panel_open = !panel_open
to_chat(user, "<span class='notice'>The wires have been [panel_open ? "exposed" : "unexposed"].</span>")
update_icon()
return
if(panel_open)
if(istype(W, /obj/item/weldingtool) && user.a_intent == INTENT_HELP)
if(obj_integrity < max_integrity)
if(!W.tool_start_check(user, amount=0))
return
to_chat(user, "<span class='notice'>You begin repairing [src]...</span>")
if(W.use_tool(src, user, 40, volume=50))
obj_integrity = max_integrity
to_chat(user, "<span class='notice'>You repair [src].</span>")
else
to_chat(user, "<span class='warning'>[src] is already in good condition!</span>")
return
switch(buildstage)
if(2)
if(istype(W, /obj/item/multitool))
detecting = !detecting
if (src.detecting)
user.visible_message("[user] has reconnected [src]'s detecting unit!", "<span class='notice'>You reconnect [src]'s detecting unit.</span>")
else
user.visible_message("[user] has disconnected [src]'s detecting unit!", "<span class='notice'>You disconnect [src]'s detecting unit.</span>")
return
else if (istype(W, /obj/item/wirecutters))
buildstage = 1
W.play_tool_sound(src)
new /obj/item/stack/cable_coil(user.loc, 5)
to_chat(user, "<span class='notice'>You cut the wires from \the [src].</span>")
update_icon()
return
else if(W.force) //hit and turn it on
..()
var/area/A = get_area(src)
if(!A.fire)
alarm()
return
if(1)
if(istype(W, /obj/item/stack/cable_coil))
var/obj/item/stack/cable_coil/coil = W
if(coil.get_amount() < 5)
to_chat(user, "<span class='warning'>You need more cable for this!</span>")
else
coil.use(5)
buildstage = 2
to_chat(user, "<span class='notice'>You wire \the [src].</span>")
update_icon()
return
else if(istype(W, /obj/item/crowbar))
user.visible_message("[user.name] removes the electronics from [src.name].", \
"<span class='notice'>You start prying out the circuit...</span>")
if(W.use_tool(src, user, 20, volume=50))
if(buildstage == 1)
if(stat & BROKEN)
to_chat(user, "<span class='notice'>You remove the destroyed circuit.</span>")
stat &= ~BROKEN
else
to_chat(user, "<span class='notice'>You pry out the circuit.</span>")
new /obj/item/electronics/firealarm(user.loc)
buildstage = 0
update_icon()
return
if(0)
if(istype(W, /obj/item/electronics/firealarm))
to_chat(user, "<span class='notice'>You insert the circuit.</span>")
qdel(W)
buildstage = 1
update_icon()
return
else if(istype(W, /obj/item/electroadaptive_pseudocircuit))
var/obj/item/electroadaptive_pseudocircuit/P = W
if(!P.adapt_circuit(user, 15))
return
user.visible_message("<span class='notice'>[user] fabricates a circuit and places it into [src].</span>", \
"<span class='notice'>You adapt a fire alarm circuit and slot it into the assembly.</span>")
buildstage = 1
update_icon()
return
else if(istype(W, /obj/item/wrench))
user.visible_message("[user] removes the fire alarm assembly from the wall.", \
"<span class='notice'>You remove the fire alarm assembly from the wall.</span>")
var/obj/item/wallframe/firealarm/frame = new /obj/item/wallframe/firealarm()
frame.forceMove(user.drop_location())
W.play_tool_sound(src)
qdel(src)
return
return ..()
/obj/machinery/firealarm/rcd_vals(mob/user, obj/item/construction/rcd/the_rcd)
if((buildstage == 0) && (the_rcd.upgrade & RCD_UPGRADE_SIMPLE_CIRCUITS))
return list("mode" = RCD_UPGRADE_SIMPLE_CIRCUITS, "delay" = 20, "cost" = 1)
return FALSE
/obj/machinery/firealarm/rcd_act(mob/user, obj/item/construction/rcd/the_rcd, passed_mode)
switch(passed_mode)
if(RCD_UPGRADE_SIMPLE_CIRCUITS)
user.visible_message("<span class='notice'>[user] fabricates a circuit and places it into [src].</span>", \
"<span class='notice'>You adapt a fire alarm circuit and slot it into the assembly.</span>")
buildstage = 1
update_icon()
return TRUE
return FALSE
/obj/machinery/firealarm/take_damage(damage_amount, damage_type = BRUTE, damage_flag = 0, sound_effect = 1, attack_dir)
. = ..()
if(.) //damage received
if(obj_integrity > 0 && !(stat & BROKEN) && buildstage != 0)
if(prob(33))
alarm()
/obj/machinery/firealarm/singularity_pull(S, current_size)
if (current_size >= STAGE_FIVE) // If the singulo is strong enough to pull anchored objects, the fire alarm experiences integrity failure
deconstruct()
..()
/obj/machinery/firealarm/obj_break(damage_flag)
if(!(stat & BROKEN) && !(flags_1 & NODECONSTRUCT_1) && buildstage != 0) //can't break the electronics if there isn't any inside.
LAZYREMOVE(myarea.firealarms, src)
stat |= BROKEN
update_icon()
/obj/machinery/firealarm/deconstruct(disassembled = TRUE)
if(!(flags_1 & NODECONSTRUCT_1))
new /obj/item/stack/sheet/metal(loc, 1)
if(!(stat & BROKEN))
var/obj/item/I = new /obj/item/electronics/firealarm(loc)
if(!disassembled)
I.obj_integrity = I.max_integrity * 0.5
new /obj/item/stack/cable_coil(loc, 3)
qdel(src)
/obj/machinery/firealarm/proc/update_fire_light(fire)
if(fire == !!light_power)
return // do nothing if we're already active
if(fire)
set_light(l_power = 0.8)
else
set_light(l_power = 0)
/*
* Return of Party button
*/
/area
var/party = FALSE
/obj/machinery/firealarm/partyalarm
name = "\improper PARTY BUTTON"
desc = "Cuban Pete is in the house!"
var/static/party_overlay
/obj/machinery/firealarm/partyalarm/reset()
if (stat & (NOPOWER|BROKEN))
return
var/area/A = get_area(src)
if (!A || !A.party)
return
A.party = FALSE
A.cut_overlay(party_overlay)
/obj/machinery/firealarm/partyalarm/alarm()
if (stat & (NOPOWER|BROKEN))
return
var/area/A = get_area(src)
if (!A || A.party || A.name == "Space")
return
A.party = TRUE
if (!party_overlay)
party_overlay = iconstate2appearance('icons/turf/areas.dmi', "party")
A.add_overlay(party_overlay)
+3 -1
View File
@@ -500,7 +500,7 @@ For the other part of the code, check silicon say.dm. Particularly robot talk.*/
else
return FALSE
/obj/machinery/holopad/proc/move_hologram(mob/living/user, turf/new_turf)
/obj/machinery/holopad/proc/move_hologram(mob/living/user, turf/new_turf, direction)
if(LAZYLEN(masters) && masters[user])
var/obj/effect/overlay/holo_pad_hologram/holo = masters[user]
var/transfered = FALSE
@@ -512,6 +512,8 @@ For the other part of the code, check silicon say.dm. Particularly robot talk.*/
transfered = TRUE
//All is good.
holo.forceMove(new_turf)
if(direction)
holo.setDir(direction)
if(!transfered)
update_holoray(user,new_turf)
return TRUE