proper fix aoaooa
This commit is contained in:
@@ -3,7 +3,7 @@
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icon_state = "0"
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state = 0
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/obj/structure/frame/computer/attackby(obj/item/P, mob/user, params)
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/obj/structure/frame/computer/attackby(obj/item/P, mob/living/user, params)
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add_fingerprint(user)
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switch(state)
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if(0)
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@@ -11,7 +11,7 @@
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to_chat(user, "<span class='notice'>You start wrenching the frame into place...</span>")
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if(P.use_tool(src, user, 20, volume=50))
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to_chat(user, "<span class='notice'>You wrench the frame into place.</span>")
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setAnchored(TRUE)
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set_anchored(TRUE)
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state = 1
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return
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if(P.tool_behaviour == TOOL_WELDER)
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@@ -19,7 +19,7 @@
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return
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to_chat(user, "<span class='notice'>You start deconstructing the frame...</span>")
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if(P.use_tool(src, user, 20, volume=50) && state == 0)
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if(P.use_tool(src, user, 20, volume=50))
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to_chat(user, "<span class='notice'>You deconstruct the frame.</span>")
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var/obj/item/stack/sheet/metal/M = new (drop_location(), 5)
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M.add_fingerprint(user)
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@@ -28,15 +28,15 @@
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if(1)
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if(P.tool_behaviour == TOOL_WRENCH)
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to_chat(user, "<span class='notice'>You start to unfasten the frame...</span>")
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if(P.use_tool(src, user, 20, volume=50) && state == 1)
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if(P.use_tool(src, user, 20, volume=50))
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to_chat(user, "<span class='notice'>You unfasten the frame.</span>")
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setAnchored(FALSE)
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set_anchored(FALSE)
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state = 0
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return
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if(istype(P, /obj/item/circuitboard/computer) && !circuit)
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if(!user.transferItemToLoc(P, src))
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return
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playsound(src, 'sound/items/deconstruct.ogg', 50, 1)
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playsound(src, 'sound/items/deconstruct.ogg', 50, TRUE)
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to_chat(user, "<span class='notice'>You place [P] inside the frame.</span>")
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icon_state = "1"
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circuit = P
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@@ -71,8 +71,10 @@
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if(istype(P, /obj/item/stack/cable_coil))
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if(!P.tool_start_check(user, amount=5))
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return
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if(state != 2)
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return
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to_chat(user, "<span class='notice'>You start adding cables to the frame...</span>")
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if(P.use_tool(src, user, 20, 5, 50, CALLBACK(src, .proc/check_state, 2)))
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if(P.use_tool(src, user, 20, volume=50, amount=5))
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to_chat(user, "<span class='notice'>You add cables to the frame.</span>")
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state = 3
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icon_state = "3"
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@@ -90,9 +92,11 @@
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if(istype(P, /obj/item/stack/sheet/glass))
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if(!P.tool_start_check(user, amount=2))
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return
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playsound(src, 'sound/items/deconstruct.ogg', 50, 1)
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if(state != 3)
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return
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playsound(src, 'sound/items/deconstruct.ogg', 50, TRUE)
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to_chat(user, "<span class='notice'>You start to put in the glass panel...</span>")
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if(P.use_tool(src, user, 20, 2, 0, CALLBACK(src, .proc/check_state, 3)))
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if(P.use_tool(src, user, 20, amount=2))
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to_chat(user, "<span class='notice'>You put in the glass panel.</span>")
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state = 4
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src.icon_state = "4"
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@@ -109,14 +113,51 @@
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if(P.tool_behaviour == TOOL_SCREWDRIVER)
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P.play_tool_sound(src)
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to_chat(user, "<span class='notice'>You connect the monitor.</span>")
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var/obj/B = new circuit.build_path (loc, circuit)
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B.setDir(dir)
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transfer_fingerprints_to(B)
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var/obj/machinery/new_machine = new circuit.build_path(loc)
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new_machine.setDir(dir)
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transfer_fingerprints_to(new_machine)
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if(istype(new_machine, /obj/machinery/computer))
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var/obj/machinery/computer/new_computer = new_machine
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// Machines will init with a set of default components.
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// Triggering handle_atom_del will make the machine realise it has lost a component_parts and then deconstruct.
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// Move to nullspace so we don't trigger handle_atom_del, then qdel.
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// Finally, replace new machine's parts with this frame's parts.
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if(new_computer.circuit)
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// Move to nullspace and delete.
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new_computer.circuit.moveToNullspace()
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QDEL_NULL(new_computer.circuit)
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for(var/old_part in new_computer.component_parts)
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var/atom/movable/movable_part = old_part
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// Move to nullspace and delete.
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movable_part.moveToNullspace()
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qdel(movable_part)
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// Set anchor state and move the frame's parts over to the new machine.
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// Then refresh parts and call on_construction().
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new_computer.set_anchored(anchored)
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new_computer.component_parts = list()
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circuit.forceMove(new_computer)
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new_computer.component_parts += circuit
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new_computer.circuit = circuit
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for(var/new_part in src)
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var/atom/movable/movable_part = new_part
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movable_part.forceMove(new_computer)
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new_computer.component_parts += movable_part
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new_computer.RefreshParts()
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new_computer.on_construction()
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qdel(src)
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return
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if(user.a_intent == INTENT_HARM)
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return ..()
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/obj/structure/frame/computer/deconstruct(disassembled = TRUE)
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if(!(flags_1 & NODECONSTRUCT_1))
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if(state == 4)
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@@ -127,13 +168,12 @@
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..()
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/obj/structure/frame/computer/AltClick(mob/user)
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. = ..()
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if(!isliving(user) || !user.canUseTopic(src, BE_CLOSE, ismonkey(user)))
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..()
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if(!user.canUseTopic(src, BE_CLOSE, TRUE, FALSE))
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return
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if(anchored)
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to_chat(usr, "<span class='warning'>You must unwrench [src] before rotating it!</span>")
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return TRUE
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return
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setDir(turn(dir, -90))
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return TRUE
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@@ -208,6 +208,8 @@
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new_machine.component_parts = list()
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circuit.forceMove(new_machine)
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// TODO: make sleepers not shit out parts PROPERLY THIS TIME.
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new_machine.circuit.moveToNullspace()
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new_machine.component_parts += circuit
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new_machine.circuit = circuit
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