Bleeding edgy refresh (#303)
* not code stuff * other things * global vars, defines, helpers * onclick hud stuff, orphans, world.dm * controllers and datums * game folder * everything not client/mobs in modules * client folder * stage 1 mob stuff * simple animal things * silicons * carbon things * ayylmaos and monkeys * hyoomahn * icons n shit * sprite fixes * compile fixes * some fixes I cherrypicked. * qdel fixes * forgot brain refractors
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@@ -176,19 +176,19 @@
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/obj/item/device/modular_computer/emag_act(mob/user)
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if(emagged)
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user << "<span class='warning'>\The [src] was already emagged.</span>"
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to_chat(user, "<span class='warning'>\The [src] was already emagged.</span>")
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return 0
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else
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emagged = 1
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user << "<span class='notice'>You emag \the [src]. It's screen briefly shows a \"OVERRIDE ACCEPTED: New software downloads available.\" message.</span>"
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to_chat(user, "<span class='notice'>You emag \the [src]. It's screen briefly shows a \"OVERRIDE ACCEPTED: New software downloads available.\" message.</span>")
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return 1
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/obj/item/device/modular_computer/examine(mob/user)
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..()
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if(obj_integrity <= integrity_failure)
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user << "<span class='danger'>It is heavily damaged!</span>"
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to_chat(user, "<span class='danger'>It is heavily damaged!</span>")
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else if(obj_integrity < max_integrity)
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user << "<span class='warning'>It is damaged.</span>"
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to_chat(user, "<span class='warning'>It is damaged.</span>")
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/obj/item/device/modular_computer/update_icon()
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cut_overlays()
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@@ -217,9 +217,9 @@
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var/issynth = issilicon(user) // Robots and AIs get different activation messages.
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if(obj_integrity <= integrity_failure)
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if(issynth)
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user << "<span class='warning'>You send an activation signal to \the [src], but it responds with an error code. It must be damaged.</span>"
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to_chat(user, "<span class='warning'>You send an activation signal to \the [src], but it responds with an error code. It must be damaged.</span>")
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else
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user << "<span class='warning'>You press the power button, but the computer fails to boot up, displaying variety of errors before shutting down again.</span>"
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to_chat(user, "<span class='warning'>You press the power button, but the computer fails to boot up, displaying variety of errors before shutting down again.</span>")
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return
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// If we have a recharger, enable it automatically. Lets computer without a battery work.
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@@ -229,17 +229,17 @@
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if(all_components[MC_CPU] && use_power()) // use_power() checks if the PC is powered
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if(issynth)
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user << "<span class='notice'>You send an activation signal to \the [src], turning it on.</span>"
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to_chat(user, "<span class='notice'>You send an activation signal to \the [src], turning it on.</span>")
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else
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user << "<span class='notice'>You press the power button and start up \the [src].</span>"
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to_chat(user, "<span class='notice'>You press the power button and start up \the [src].</span>")
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enabled = 1
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update_icon()
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ui_interact(user)
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else // Unpowered
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if(issynth)
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user << "<span class='warning'>You send an activation signal to \the [src] but it does not respond.</span>"
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to_chat(user, "<span class='warning'>You send an activation signal to \the [src] but it does not respond.</span>")
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else
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user << "<span class='warning'>You press the power button but \the [src] does not respond.</span>"
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to_chat(user, "<span class='warning'>You press the power button but \the [src] does not respond.</span>")
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// Process currently calls handle_power(), may be expanded in future if more things are added.
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/obj/item/device/modular_computer/process()
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@@ -384,7 +384,7 @@
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if(istype(W, /obj/item/weapon/wrench))
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if(all_components.len)
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user << "<span class='warning'>Remove all components from \the [src] before disassembling it.</span>"
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to_chat(user, "<span class='warning'>Remove all components from \the [src] before disassembling it.</span>")
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return
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new /obj/item/stack/sheet/metal( get_turf(src.loc), steel_sheet_cost )
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physical.visible_message("\The [src] has been disassembled by [user].")
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@@ -395,23 +395,23 @@
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if(istype(W, /obj/item/weapon/weldingtool))
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var/obj/item/weapon/weldingtool/WT = W
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if(!WT.isOn())
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user << "<span class='warning'>\The [W] is off.</span>"
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to_chat(user, "<span class='warning'>\The [W] is off.</span>")
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return
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if(obj_integrity == max_integrity)
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user << "<span class='warning'>\The [src] does not require repairs.</span>"
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to_chat(user, "<span class='warning'>\The [src] does not require repairs.</span>")
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return
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user << "<span class='notice'>You begin repairing damage to \the [src]...</span>"
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to_chat(user, "<span class='notice'>You begin repairing damage to \the [src]...</span>")
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var/dmg = round(max_integrity - obj_integrity)
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if(WT.remove_fuel(round(dmg/75)) && do_after(usr, dmg/10))
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obj_integrity = max_integrity
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user << "<span class='notice'>You repair \the [src].</span>"
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to_chat(user, "<span class='notice'>You repair \the [src].</span>")
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return
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if(istype(W, /obj/item/weapon/screwdriver))
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if(!all_components.len)
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user << "<span class='warning'>This device doesn't have any components installed.</span>"
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to_chat(user, "<span class='warning'>This device doesn't have any components installed.</span>")
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return
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var/list/component_names = list()
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for(var/h in all_components)
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