This commit is contained in:
kevinz000
2017-05-21 21:58:11 -07:00
parent 0bf9f163f3
commit ff4ef6a1f5
52 changed files with 7490 additions and 7478 deletions
+2 -2
View File
@@ -8,8 +8,8 @@
var/on = 0 //Are we currently active??
var/menu_message = ""
/obj/item/radio/integrated/Initialize()
. = ..()
/obj/item/radio/integrated/Initialize()
. = ..()
if (istype(loc.loc, /obj/item/device/pda))
hostpda = loc.loc
+145 -145
View File
@@ -1,145 +1,145 @@
// Powersink - used to drain station power
/obj/item/device/powersink
desc = "A nulling power sink which drains energy from electrical systems."
name = "power sink"
icon_state = "powersink0"
item_state = "electronic"
w_class = WEIGHT_CLASS_BULKY
flags = CONDUCT
throwforce = 5
throw_speed = 1
throw_range = 2
materials = list(MAT_METAL=750)
origin_tech = "powerstorage=5;syndicate=5"
var/drain_rate = 1600000 // amount of power to drain per tick
var/power_drained = 0 // has drained this much power
var/max_power = 1e10 // maximum power that can be drained before exploding
var/mode = 0 // 0 = off, 1=clamped (off), 2=operating
var/admins_warned = 0 // stop spam, only warn the admins once that we are about to boom
var/const/DISCONNECTED = 0
var/const/CLAMPED_OFF = 1
var/const/OPERATING = 2
var/obj/structure/cable/attached // the attached cable
/obj/item/device/powersink/update_icon()
icon_state = "powersink[mode == OPERATING]"
/obj/item/device/powersink/proc/set_mode(value)
if(value == mode)
return
switch(value)
if(DISCONNECTED)
attached = null
if(mode == OPERATING)
STOP_PROCESSING(SSobj, src)
anchored = 0
if(CLAMPED_OFF)
if(!attached)
return
if(mode == OPERATING)
STOP_PROCESSING(SSobj, src)
anchored = 1
if(OPERATING)
if(!attached)
return
START_PROCESSING(SSobj, src)
anchored = 1
mode = value
update_icon()
set_light(0)
/obj/item/device/powersink/attackby(obj/item/I, mob/user, params)
if(istype(I, /obj/item/weapon/screwdriver))
if(mode == DISCONNECTED)
var/turf/T = loc
if(isturf(T) && !T.intact)
attached = locate() in T
if(!attached)
to_chat(user, "<span class='warning'>This device must be placed over an exposed, powered cable node!</span>")
else
set_mode(CLAMPED_OFF)
user.visible_message( \
"[user] attaches \the [src] to the cable.", \
"<span class='notice'>You attach \the [src] to the cable.</span>",
"<span class='italics'>You hear some wires being connected to something.</span>")
else
to_chat(user, "<span class='warning'>This device must be placed over an exposed, powered cable node!</span>")
else
set_mode(DISCONNECTED)
user.visible_message( \
"[user] detaches \the [src] from the cable.", \
"<span class='notice'>You detach \the [src] from the cable.</span>",
"<span class='italics'>You hear some wires being disconnected from something.</span>")
else
return ..()
/obj/item/device/powersink/attack_paw()
return
/obj/item/device/powersink/attack_ai()
return
/obj/item/device/powersink/attack_hand(mob/user)
switch(mode)
if(DISCONNECTED)
..()
if(CLAMPED_OFF)
user.visible_message( \
"[user] activates \the [src]!", \
"<span class='notice'>You activate \the [src].</span>",
"<span class='italics'>You hear a click.</span>")
message_admins("Power sink activated by [ADMIN_LOOKUPFLW(user)] at [ADMIN_COORDJMP(src)]")
log_game("Power sink activated by [key_name(user)] at [COORD(src)]")
set_mode(OPERATING)
if(OPERATING)
user.visible_message( \
"[user] deactivates \the [src]!", \
"<span class='notice'>You deactivate \the [src].</span>",
"<span class='italics'>You hear a click.</span>")
set_mode(CLAMPED_OFF)
/obj/item/device/powersink/process()
if(!attached)
set_mode(DISCONNECTED)
return
var/datum/powernet/PN = attached.powernet
if(PN)
set_light(5)
// found a powernet, so drain up to max power from it
var/drained = min ( drain_rate, PN.avail )
PN.load += drained
power_drained += drained
// if tried to drain more than available on powernet
// now look for APCs and drain their cells
if(drained < drain_rate)
for(var/obj/machinery/power/terminal/T in PN.nodes)
if(istype(T.master, /obj/machinery/power/apc))
var/obj/machinery/power/apc/A = T.master
if(A.operating && A.cell)
A.cell.charge = max(0, A.cell.charge - 50)
power_drained += 50
if(A.charging == 2) // If the cell was full
A.charging = 1 // It's no longer full
if(power_drained > max_power * 0.98)
if (!admins_warned)
admins_warned = 1
message_admins("Power sink at ([x],[y],[z] - <A HREF='?_src_=holder;adminplayerobservecoodjump=1;X=[x];Y=[y];Z=[z]'>JMP</a>) is 95% full. Explosion imminent.")
playsound(src, 'sound/effects/screech.ogg', 100, 1, 1)
if(power_drained >= max_power)
STOP_PROCESSING(SSobj, src)
explosion(src.loc, 4,8,16,32)
qdel(src)
// Powersink - used to drain station power
/obj/item/device/powersink
desc = "A nulling power sink which drains energy from electrical systems."
name = "power sink"
icon_state = "powersink0"
item_state = "electronic"
w_class = WEIGHT_CLASS_BULKY
flags = CONDUCT
throwforce = 5
throw_speed = 1
throw_range = 2
materials = list(MAT_METAL=750)
origin_tech = "powerstorage=5;syndicate=5"
var/drain_rate = 1600000 // amount of power to drain per tick
var/power_drained = 0 // has drained this much power
var/max_power = 1e10 // maximum power that can be drained before exploding
var/mode = 0 // 0 = off, 1=clamped (off), 2=operating
var/admins_warned = 0 // stop spam, only warn the admins once that we are about to boom
var/const/DISCONNECTED = 0
var/const/CLAMPED_OFF = 1
var/const/OPERATING = 2
var/obj/structure/cable/attached // the attached cable
/obj/item/device/powersink/update_icon()
icon_state = "powersink[mode == OPERATING]"
/obj/item/device/powersink/proc/set_mode(value)
if(value == mode)
return
switch(value)
if(DISCONNECTED)
attached = null
if(mode == OPERATING)
STOP_PROCESSING(SSobj, src)
anchored = 0
if(CLAMPED_OFF)
if(!attached)
return
if(mode == OPERATING)
STOP_PROCESSING(SSobj, src)
anchored = 1
if(OPERATING)
if(!attached)
return
START_PROCESSING(SSobj, src)
anchored = 1
mode = value
update_icon()
set_light(0)
/obj/item/device/powersink/attackby(obj/item/I, mob/user, params)
if(istype(I, /obj/item/weapon/screwdriver))
if(mode == DISCONNECTED)
var/turf/T = loc
if(isturf(T) && !T.intact)
attached = locate() in T
if(!attached)
to_chat(user, "<span class='warning'>This device must be placed over an exposed, powered cable node!</span>")
else
set_mode(CLAMPED_OFF)
user.visible_message( \
"[user] attaches \the [src] to the cable.", \
"<span class='notice'>You attach \the [src] to the cable.</span>",
"<span class='italics'>You hear some wires being connected to something.</span>")
else
to_chat(user, "<span class='warning'>This device must be placed over an exposed, powered cable node!</span>")
else
set_mode(DISCONNECTED)
user.visible_message( \
"[user] detaches \the [src] from the cable.", \
"<span class='notice'>You detach \the [src] from the cable.</span>",
"<span class='italics'>You hear some wires being disconnected from something.</span>")
else
return ..()
/obj/item/device/powersink/attack_paw()
return
/obj/item/device/powersink/attack_ai()
return
/obj/item/device/powersink/attack_hand(mob/user)
switch(mode)
if(DISCONNECTED)
..()
if(CLAMPED_OFF)
user.visible_message( \
"[user] activates \the [src]!", \
"<span class='notice'>You activate \the [src].</span>",
"<span class='italics'>You hear a click.</span>")
message_admins("Power sink activated by [ADMIN_LOOKUPFLW(user)] at [ADMIN_COORDJMP(src)]")
log_game("Power sink activated by [key_name(user)] at [COORD(src)]")
set_mode(OPERATING)
if(OPERATING)
user.visible_message( \
"[user] deactivates \the [src]!", \
"<span class='notice'>You deactivate \the [src].</span>",
"<span class='italics'>You hear a click.</span>")
set_mode(CLAMPED_OFF)
/obj/item/device/powersink/process()
if(!attached)
set_mode(DISCONNECTED)
return
var/datum/powernet/PN = attached.powernet
if(PN)
set_light(5)
// found a powernet, so drain up to max power from it
var/drained = min ( drain_rate, PN.avail )
PN.load += drained
power_drained += drained
// if tried to drain more than available on powernet
// now look for APCs and drain their cells
if(drained < drain_rate)
for(var/obj/machinery/power/terminal/T in PN.nodes)
if(istype(T.master, /obj/machinery/power/apc))
var/obj/machinery/power/apc/A = T.master
if(A.operating && A.cell)
A.cell.charge = max(0, A.cell.charge - 50)
power_drained += 50
if(A.charging == 2) // If the cell was full
A.charging = 1 // It's no longer full
if(power_drained > max_power * 0.98)
if (!admins_warned)
admins_warned = 1
message_admins("Power sink at ([x],[y],[z] - <A HREF='?_src_=holder;adminplayerobservecoodjump=1;X=[x];Y=[y];Z=[z]'>JMP</a>) is 95% full. Explosion imminent.")
playsound(src, 'sound/effects/screech.ogg', 100, 1, 1)
if(power_drained >= max_power)
STOP_PROCESSING(SSobj, src)
explosion(src.loc, 4,8,16,32)
qdel(src)
@@ -7,8 +7,8 @@
origin_tech = "bluespace=1"
dog_fashion = null
/obj/item/device/radio/beacon/Initialize()
. = ..()
/obj/item/device/radio/beacon/Initialize()
. = ..()
GLOB.teleportbeacons += src
/obj/item/device/radio/beacon/Destroy()
@@ -11,8 +11,8 @@
var/obj/item/device/encryptionkey/keyslot2 = null
dog_fashion = null
/obj/item/device/radio/headset/Initialize()
. = ..()
/obj/item/device/radio/headset/Initialize()
. = ..()
recalculateChannels()
/obj/item/device/radio/headset/Destroy()
@@ -47,21 +47,21 @@
item_state = "syndie_headset"
/obj/item/device/radio/headset/syndicate/alt/Initialize(mapload)
. = ..()
. = ..()
SET_SECONDARY_FLAG(src, BANG_PROTECT)
/obj/item/device/radio/headset/syndicate/alt/leader
name = "team leader headset"
command = TRUE
/obj/item/device/radio/headset/syndicate/Initialize()
. = ..()
/obj/item/device/radio/headset/syndicate/Initialize()
. = ..()
make_syndie()
/obj/item/device/radio/headset/binary
origin_tech = "syndicate=3"
/obj/item/device/radio/headset/binary/Initialize()
. = ..()
/obj/item/device/radio/headset/binary/Initialize()
. = ..()
qdel(keyslot)
keyslot = new /obj/item/device/encryptionkey/binary
recalculateChannels()
@@ -79,7 +79,7 @@
item_state = "sec_headset_alt"
/obj/item/device/radio/headset/headset_sec/alt/Initialize(mapload)
. = ..()
. = ..()
SET_SECONDARY_FLAG(src, BANG_PROTECT)
/obj/item/device/radio/headset/headset_eng
@@ -134,7 +134,7 @@
item_state = "com_headset_alt"
/obj/item/device/radio/headset/heads/captain/alt/Initialize(mapload)
. = ..()
. = ..()
SET_SECONDARY_FLAG(src, BANG_PROTECT)
/obj/item/device/radio/headset/heads/rd
@@ -156,7 +156,7 @@
item_state = "com_headset_alt"
/obj/item/device/radio/headset/heads/hos/alt/Initialize(mapload)
. = ..()
. = ..()
SET_SECONDARY_FLAG(src, BANG_PROTECT)
/obj/item/device/radio/headset/heads/ce
@@ -213,7 +213,7 @@
keyslot = null
/obj/item/device/radio/headset/headset_cent/alt/Initialize(mapload)
. = ..()
. = ..()
SET_SECONDARY_FLAG(src, BANG_PROTECT)
/obj/item/device/radio/headset/ai
@@ -11,8 +11,8 @@
var/last_tick //used to delay the powercheck
dog_fashion = null
/obj/item/device/radio/intercom/Initialize()
. = ..()
/obj/item/device/radio/intercom/Initialize()
. = ..()
START_PROCESSING(SSobj, src)
/obj/item/device/radio/intercom/Destroy()
+211 -211
View File
@@ -1,211 +1,211 @@
/obj/item/device/transfer_valve
icon = 'icons/obj/assemblies.dmi'
name = "tank transfer valve"
icon_state = "valve_1"
item_state = "ttv"
desc = "Regulates the transfer of air between two tanks"
var/obj/item/weapon/tank/tank_one
var/obj/item/weapon/tank/tank_two
var/obj/item/device/attached_device
var/mob/attacher = null
var/valve_open = 0
var/toggle = 1
origin_tech = "materials=1;engineering=1"
/obj/item/device/transfer_valve/IsAssemblyHolder()
return 1
/obj/item/device/transfer_valve/attackby(obj/item/item, mob/user, params)
if(istype(item, /obj/item/weapon/tank))
if(tank_one && tank_two)
to_chat(user, "<span class='warning'>There are already two tanks attached, remove one first!</span>")
return
if(!tank_one)
if(!user.transferItemToLoc(item, src))
return
tank_one = item
to_chat(user, "<span class='notice'>You attach the tank to the transfer valve.</span>")
if(item.w_class > w_class)
w_class = item.w_class
else if(!tank_two)
if(!user.transferItemToLoc(item, src))
return
tank_two = item
to_chat(user, "<span class='notice'>You attach the tank to the transfer valve.</span>")
if(item.w_class > w_class)
w_class = item.w_class
update_icon()
//TODO: Have this take an assemblyholder
else if(isassembly(item))
var/obj/item/device/assembly/A = item
if(A.secured)
to_chat(user, "<span class='notice'>The device is secured.</span>")
return
if(attached_device)
to_chat(user, "<span class='warning'>There is already a device attached to the valve, remove it first!</span>")
return
if(!user.transferItemToLoc(item, src))
return
attached_device = A
to_chat(user, "<span class='notice'>You attach the [item] to the valve controls and secure it.</span>")
A.holder = src
A.toggle_secure() //this calls update_icon(), which calls update_icon() on the holder (i.e. the bomb).
GLOB.bombers += "[key_name(user)] attached a [item] to a transfer valve."
message_admins("[key_name_admin(user)] attached a [item] to a transfer valve.")
log_game("[key_name_admin(user)] attached a [item] to a transfer valve.")
attacher = user
return
/obj/item/device/transfer_valve/attack_self(mob/user)
user.set_machine(src)
var/dat = {"<B> Valve properties: </B>
<BR> <B> Attachment one:</B> [tank_one] [tank_one ? "<A href='?src=\ref[src];tankone=1'>Remove</A>" : ""]
<BR> <B> Attachment two:</B> [tank_two] [tank_two ? "<A href='?src=\ref[src];tanktwo=1'>Remove</A>" : ""]
<BR> <B> Valve attachment:</B> [attached_device ? "<A href='?src=\ref[src];device=1'>[attached_device]</A>" : "None"] [attached_device ? "<A href='?src=\ref[src];rem_device=1'>Remove</A>" : ""]
<BR> <B> Valve status: </B> [ valve_open ? "<A href='?src=\ref[src];open=1'>Closed</A> <B>Open</B>" : "<B>Closed</B> <A href='?src=\ref[src];open=1'>Open</A>"]"}
var/datum/browser/popup = new(user, "trans_valve", name)
popup.set_content(dat)
popup.open()
return
/obj/item/device/transfer_valve/Topic(href, href_list)
..()
if ( usr.stat || usr.restrained() )
return
if (src.loc == usr)
if(tank_one && href_list["tankone"])
split_gases()
valve_open = 0
tank_one.loc = get_turf(src)
tank_one = null
update_icon()
if((!tank_two || tank_two.w_class < WEIGHT_CLASS_BULKY) && (w_class > WEIGHT_CLASS_NORMAL))
w_class = WEIGHT_CLASS_NORMAL
else if(tank_two && href_list["tanktwo"])
split_gases()
valve_open = 0
tank_two.loc = get_turf(src)
tank_two = null
update_icon()
if((!tank_one || tank_one.w_class < WEIGHT_CLASS_BULKY) && (w_class > WEIGHT_CLASS_NORMAL))
w_class = WEIGHT_CLASS_NORMAL
else if(href_list["open"])
toggle_valve()
else if(attached_device)
if(href_list["rem_device"])
attached_device.loc = get_turf(src)
attached_device:holder = null
attached_device = null
update_icon()
if(href_list["device"])
attached_device.attack_self(usr)
src.attack_self(usr)
src.add_fingerprint(usr)
return
return
/obj/item/device/transfer_valve/proc/process_activation(obj/item/device/D)
if(toggle)
toggle = 0
toggle_valve()
spawn(50) // To stop a signal being spammed from a proxy sensor constantly going off or whatever
toggle = 1
/obj/item/device/transfer_valve/update_icon()
cut_overlays()
underlays = null
if(!tank_one && !tank_two && !attached_device)
icon_state = "valve_1"
return
icon_state = "valve"
if(tank_one)
add_overlay("[tank_one.icon_state]")
if(tank_two)
var/icon/J = new(icon, icon_state = "[tank_two.icon_state]")
J.Shift(WEST, 13)
underlays += J
if(attached_device)
add_overlay("device")
/obj/item/device/transfer_valve/proc/merge_gases()
tank_two.air_contents.volume += tank_one.air_contents.volume
var/datum/gas_mixture/temp
temp = tank_one.air_contents.remove_ratio(1)
tank_two.air_contents.merge(temp)
/obj/item/device/transfer_valve/proc/split_gases()
if (!valve_open || !tank_one || !tank_two)
return
var/ratio1 = tank_one.air_contents.volume/tank_two.air_contents.volume
var/datum/gas_mixture/temp
temp = tank_two.air_contents.remove_ratio(ratio1)
tank_one.air_contents.merge(temp)
tank_two.air_contents.volume -= tank_one.air_contents.volume
/*
Exadv1: I know this isn't how it's going to work, but this was just to check
it explodes properly when it gets a signal (and it does).
*/
/obj/item/device/transfer_valve/proc/toggle_valve()
if(!valve_open && tank_one && tank_two)
valve_open = 1
var/turf/bombturf = get_turf(src)
var/area/A = get_area(bombturf)
var/attachment = "no device"
if(attached_device)
if(istype(attached_device, /obj/item/device/assembly/signaler))
attachment = "<A HREF='?_src_=holder;secrets=list_signalers'>[attached_device]</A>"
else
attachment = attached_device
var/attacher_name = ""
if(!attacher)
attacher_name = "Unknown"
else
attacher_name = "[key_name_admin(attacher)]"
var/log_str1 = "Bomb valve opened in "
var/log_str2 = "with [attachment] attacher: [attacher_name]"
var/log_attacher = ""
if(attacher)
log_attacher = "[ADMIN_QUE(attacher)] [ADMIN_FLW(attacher)]"
var/mob/mob = get_mob_by_key(src.fingerprintslast)
var/last_touch_info = ""
if(mob)
last_touch_info = "[ADMIN_QUE(mob)] [ADMIN_FLW(mob)]"
var/log_str3 = " Last touched by: [key_name_admin(mob)]"
var/bomb_message = "[log_str1] [A.name][ADMIN_JMP(bombturf)] [log_str2][log_attacher] [log_str3][last_touch_info]"
GLOB.bombers += bomb_message
message_admins(bomb_message, 0, 1)
log_game("[log_str1] [A.name][COORD(bombturf)] [log_str2] [log_str3]")
merge_gases()
spawn(20) // In case one tank bursts
for (var/i=0,i<5,i++)
src.update_icon()
sleep(10)
src.update_icon()
else if(valve_open && tank_one && tank_two)
split_gases()
valve_open = 0
src.update_icon()
// this doesn't do anything but the timer etc. expects it to be here
// eventually maybe have it update icon to show state (timer, prox etc.) like old bombs
/obj/item/device/transfer_valve/proc/c_state()
return
/obj/item/device/transfer_valve
icon = 'icons/obj/assemblies.dmi'
name = "tank transfer valve"
icon_state = "valve_1"
item_state = "ttv"
desc = "Regulates the transfer of air between two tanks"
var/obj/item/weapon/tank/tank_one
var/obj/item/weapon/tank/tank_two
var/obj/item/device/attached_device
var/mob/attacher = null
var/valve_open = 0
var/toggle = 1
origin_tech = "materials=1;engineering=1"
/obj/item/device/transfer_valve/IsAssemblyHolder()
return 1
/obj/item/device/transfer_valve/attackby(obj/item/item, mob/user, params)
if(istype(item, /obj/item/weapon/tank))
if(tank_one && tank_two)
to_chat(user, "<span class='warning'>There are already two tanks attached, remove one first!</span>")
return
if(!tank_one)
if(!user.transferItemToLoc(item, src))
return
tank_one = item
to_chat(user, "<span class='notice'>You attach the tank to the transfer valve.</span>")
if(item.w_class > w_class)
w_class = item.w_class
else if(!tank_two)
if(!user.transferItemToLoc(item, src))
return
tank_two = item
to_chat(user, "<span class='notice'>You attach the tank to the transfer valve.</span>")
if(item.w_class > w_class)
w_class = item.w_class
update_icon()
//TODO: Have this take an assemblyholder
else if(isassembly(item))
var/obj/item/device/assembly/A = item
if(A.secured)
to_chat(user, "<span class='notice'>The device is secured.</span>")
return
if(attached_device)
to_chat(user, "<span class='warning'>There is already a device attached to the valve, remove it first!</span>")
return
if(!user.transferItemToLoc(item, src))
return
attached_device = A
to_chat(user, "<span class='notice'>You attach the [item] to the valve controls and secure it.</span>")
A.holder = src
A.toggle_secure() //this calls update_icon(), which calls update_icon() on the holder (i.e. the bomb).
GLOB.bombers += "[key_name(user)] attached a [item] to a transfer valve."
message_admins("[key_name_admin(user)] attached a [item] to a transfer valve.")
log_game("[key_name_admin(user)] attached a [item] to a transfer valve.")
attacher = user
return
/obj/item/device/transfer_valve/attack_self(mob/user)
user.set_machine(src)
var/dat = {"<B> Valve properties: </B>
<BR> <B> Attachment one:</B> [tank_one] [tank_one ? "<A href='?src=\ref[src];tankone=1'>Remove</A>" : ""]
<BR> <B> Attachment two:</B> [tank_two] [tank_two ? "<A href='?src=\ref[src];tanktwo=1'>Remove</A>" : ""]
<BR> <B> Valve attachment:</B> [attached_device ? "<A href='?src=\ref[src];device=1'>[attached_device]</A>" : "None"] [attached_device ? "<A href='?src=\ref[src];rem_device=1'>Remove</A>" : ""]
<BR> <B> Valve status: </B> [ valve_open ? "<A href='?src=\ref[src];open=1'>Closed</A> <B>Open</B>" : "<B>Closed</B> <A href='?src=\ref[src];open=1'>Open</A>"]"}
var/datum/browser/popup = new(user, "trans_valve", name)
popup.set_content(dat)
popup.open()
return
/obj/item/device/transfer_valve/Topic(href, href_list)
..()
if ( usr.stat || usr.restrained() )
return
if (src.loc == usr)
if(tank_one && href_list["tankone"])
split_gases()
valve_open = 0
tank_one.loc = get_turf(src)
tank_one = null
update_icon()
if((!tank_two || tank_two.w_class < WEIGHT_CLASS_BULKY) && (w_class > WEIGHT_CLASS_NORMAL))
w_class = WEIGHT_CLASS_NORMAL
else if(tank_two && href_list["tanktwo"])
split_gases()
valve_open = 0
tank_two.loc = get_turf(src)
tank_two = null
update_icon()
if((!tank_one || tank_one.w_class < WEIGHT_CLASS_BULKY) && (w_class > WEIGHT_CLASS_NORMAL))
w_class = WEIGHT_CLASS_NORMAL
else if(href_list["open"])
toggle_valve()
else if(attached_device)
if(href_list["rem_device"])
attached_device.loc = get_turf(src)
attached_device:holder = null
attached_device = null
update_icon()
if(href_list["device"])
attached_device.attack_self(usr)
src.attack_self(usr)
src.add_fingerprint(usr)
return
return
/obj/item/device/transfer_valve/proc/process_activation(obj/item/device/D)
if(toggle)
toggle = 0
toggle_valve()
spawn(50) // To stop a signal being spammed from a proxy sensor constantly going off or whatever
toggle = 1
/obj/item/device/transfer_valve/update_icon()
cut_overlays()
underlays = null
if(!tank_one && !tank_two && !attached_device)
icon_state = "valve_1"
return
icon_state = "valve"
if(tank_one)
add_overlay("[tank_one.icon_state]")
if(tank_two)
var/icon/J = new(icon, icon_state = "[tank_two.icon_state]")
J.Shift(WEST, 13)
underlays += J
if(attached_device)
add_overlay("device")
/obj/item/device/transfer_valve/proc/merge_gases()
tank_two.air_contents.volume += tank_one.air_contents.volume
var/datum/gas_mixture/temp
temp = tank_one.air_contents.remove_ratio(1)
tank_two.air_contents.merge(temp)
/obj/item/device/transfer_valve/proc/split_gases()
if (!valve_open || !tank_one || !tank_two)
return
var/ratio1 = tank_one.air_contents.volume/tank_two.air_contents.volume
var/datum/gas_mixture/temp
temp = tank_two.air_contents.remove_ratio(ratio1)
tank_one.air_contents.merge(temp)
tank_two.air_contents.volume -= tank_one.air_contents.volume
/*
Exadv1: I know this isn't how it's going to work, but this was just to check
it explodes properly when it gets a signal (and it does).
*/
/obj/item/device/transfer_valve/proc/toggle_valve()
if(!valve_open && tank_one && tank_two)
valve_open = 1
var/turf/bombturf = get_turf(src)
var/area/A = get_area(bombturf)
var/attachment = "no device"
if(attached_device)
if(istype(attached_device, /obj/item/device/assembly/signaler))
attachment = "<A HREF='?_src_=holder;secrets=list_signalers'>[attached_device]</A>"
else
attachment = attached_device
var/attacher_name = ""
if(!attacher)
attacher_name = "Unknown"
else
attacher_name = "[key_name_admin(attacher)]"
var/log_str1 = "Bomb valve opened in "
var/log_str2 = "with [attachment] attacher: [attacher_name]"
var/log_attacher = ""
if(attacher)
log_attacher = "[ADMIN_QUE(attacher)] [ADMIN_FLW(attacher)]"
var/mob/mob = get_mob_by_key(src.fingerprintslast)
var/last_touch_info = ""
if(mob)
last_touch_info = "[ADMIN_QUE(mob)] [ADMIN_FLW(mob)]"
var/log_str3 = " Last touched by: [key_name_admin(mob)]"
var/bomb_message = "[log_str1] [A.name][ADMIN_JMP(bombturf)] [log_str2][log_attacher] [log_str3][last_touch_info]"
GLOB.bombers += bomb_message
message_admins(bomb_message, 0, 1)
log_game("[log_str1] [A.name][COORD(bombturf)] [log_str2] [log_str3]")
merge_gases()
spawn(20) // In case one tank bursts
for (var/i=0,i<5,i++)
src.update_icon()
sleep(10)
src.update_icon()
else if(valve_open && tank_one && tank_two)
split_gases()
valve_open = 0
src.update_icon()
// this doesn't do anything but the timer etc. expects it to be here
// eventually maybe have it update icon to show state (timer, prox etc.) like old bombs
/obj/item/device/transfer_valve/proc/c_state()
return