539 lines
17 KiB
Plaintext
539 lines
17 KiB
Plaintext
//Bot Construction
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/obj/item/bot_assembly
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icon = 'icons/mob/aibots.dmi'
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w_class = WEIGHT_CLASS_NORMAL
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force = 3
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throw_speed = 2
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throw_range = 5
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var/created_name
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var/build_step = ASSEMBLY_FIRST_STEP
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var/robot_arm = /obj/item/bodypart/r_arm/robot
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/obj/item/bot_assembly/attackby(obj/item/I, mob/user, params)
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..()
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if(istype(I, /obj/item/pen))
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rename_bot()
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return
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/obj/item/bot_assembly/proc/rename_bot()
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var/t = stripped_input(usr, "Enter new robot name", name, created_name,MAX_NAME_LEN)
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if(!t)
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return
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if(!in_range(src, usr) && loc != usr)
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return
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created_name = t
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/obj/item/bot_assembly/proc/can_finish_build(obj/item/I, mob/user)
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if(istype(loc, /obj/item/storage/backpack))
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to_chat(user, "<span class='warning'>You must take [src] out of [loc] first!</span>")
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return FALSE
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if(!I || !user || !user.temporarilyRemoveItemFromInventory(I))
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return FALSE
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return TRUE
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//Cleanbot assembly
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/obj/item/bot_assembly/cleanbot
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desc = "It's a bucket with a sensor attached."
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name = "incomplete cleanbot assembly"
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icon_state = "bucket_proxy"
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throwforce = 5
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created_name = "Cleanbot"
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/obj/item/bot_assembly/cleanbot/attackby(obj/item/W, mob/user, params)
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..()
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if(istype(W, /obj/item/bodypart/l_arm/robot) || istype(W, /obj/item/bodypart/r_arm/robot))
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if(!can_finish_build(W, user))
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return
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var/mob/living/simple_animal/bot/cleanbot/A = new(drop_location())
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A.name = created_name
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A.robot_arm = W.type
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to_chat(user, "<span class='notice'>You add [W] to [src]. Beep boop!</span>")
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qdel(W)
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qdel(src)
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//Edbot Assembly
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/obj/item/bot_assembly/ed209
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name = "incomplete ED-209 assembly"
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desc = "Some sort of bizarre assembly."
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icon_state = "ed209_frame"
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item_state = "ed209_frame"
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created_name = "ED-209 Security Robot" //To preserve the name if it's a unique securitron I guess
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var/lasercolor = ""
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var/vest_type = /obj/item/clothing/suit/armor/vest
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/obj/item/bot_assembly/ed209/attackby(obj/item/W, mob/user, params)
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..()
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switch(build_step)
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if(ASSEMBLY_FIRST_STEP, ASSEMBLY_SECOND_STEP)
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if(istype(W, /obj/item/bodypart/l_leg/robot) || istype(W, /obj/item/bodypart/r_leg/robot))
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if(!user.temporarilyRemoveItemFromInventory(W))
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return
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to_chat(user, "<span class='notice'>You add [W] to [src].</span>")
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qdel(W)
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name = "legs/frame assembly"
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if(build_step == ASSEMBLY_FIRST_STEP)
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item_state = "ed209_leg"
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icon_state = "ed209_leg"
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else
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item_state = "ed209_legs"
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icon_state = "ed209_legs"
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build_step++
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if(ASSEMBLY_THIRD_STEP)
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var/newcolor = ""
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if(istype(W, /obj/item/clothing/suit/redtag))
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newcolor = "r"
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else if(istype(W, /obj/item/clothing/suit/bluetag))
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newcolor = "b"
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if(newcolor || istype(W, /obj/item/clothing/suit/armor/vest))
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if(!user.temporarilyRemoveItemFromInventory(W))
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return
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lasercolor = newcolor
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vest_type = W.type
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to_chat(user, "<span class='notice'>You add [W] to [src].</span>")
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qdel(W)
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name = "vest/legs/frame assembly"
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item_state = "[lasercolor]ed209_shell"
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icon_state = "[lasercolor]ed209_shell"
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build_step++
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if(ASSEMBLY_FOURTH_STEP)
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if(istype(W, /obj/item/weldingtool))
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if(W.use_tool(src, user, 0, volume=40) && build_step == ASSEMBLY_FOURTH_STEP)
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name = "shielded frame assembly"
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to_chat(user, "<span class='notice'>You weld the vest to [src].</span>")
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build_step++
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if(ASSEMBLY_FIFTH_STEP)
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switch(lasercolor)
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if("b")
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if(!istype(W, /obj/item/clothing/head/helmet/bluetaghelm))
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return
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if("r")
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if(!istype(W, /obj/item/clothing/head/helmet/redtaghelm))
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return
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if("")
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if(!istype(W, /obj/item/clothing/head/helmet))
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return
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if(!user.temporarilyRemoveItemFromInventory(W))
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return
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to_chat(user, "<span class='notice'>You add [W] to [src].</span>")
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qdel(W)
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name = "covered and shielded frame assembly"
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item_state = "[lasercolor]ed209_hat"
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icon_state = "[lasercolor]ed209_hat"
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build_step++
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if(5)
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if(isprox(W))
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if(!user.temporarilyRemoveItemFromInventory(W))
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return
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build_step++
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to_chat(user, "<span class='notice'>You add [W] to [src].</span>")
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qdel(W)
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name = "covered, shielded and sensored frame assembly"
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item_state = "[lasercolor]ed209_prox"
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icon_state = "[lasercolor]ed209_prox"
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if(6)
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if(istype(W, /obj/item/stack/cable_coil))
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var/obj/item/stack/cable_coil/coil = W
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if(coil.get_amount() < 1)
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to_chat(user, "<span class='warning'>You need one length of cable to wire the ED-209!</span>")
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return
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to_chat(user, "<span class='notice'>You start to wire [src]...</span>")
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if(coil.use_tool(src, user, 40, 1))
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if(build_step == 6)
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to_chat(user, "<span class='notice'>You wire [src].</span>")
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name = "wired ED-209 assembly"
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build_step++
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if(7)
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var/newname = ""
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switch(lasercolor)
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if("b")
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if(!istype(W, /obj/item/gun/energy/laser/bluetag))
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return
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newname = "bluetag ED-209 assembly"
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if("r")
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if(!istype(W, /obj/item/gun/energy/laser/redtag))
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return
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newname = "redtag ED-209 assembly"
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if("")
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if(!istype(W, /obj/item/gun/energy/e_gun/advtaser))
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return
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newname = "taser ED-209 assembly"
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else
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return
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if(!user.temporarilyRemoveItemFromInventory(W))
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return
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name = newname
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to_chat(user, "<span class='notice'>You add [W] to [src].</span>")
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item_state = "[lasercolor]ed209_taser"
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icon_state = "[lasercolor]ed209_taser"
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qdel(W)
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build_step++
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if(8)
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if(istype(W, /obj/item/screwdriver))
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to_chat(user, "<span class='notice'>You start attaching the gun to the frame...</span>")
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if(W.use_tool(src, user, 40, volume=100) && build_step == 8)
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name = "armed [name]"
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to_chat(user, "<span class='notice'>Taser gun attached.</span>")
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build_step++
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if(9)
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if(istype(W, /obj/item/stock_parts/cell))
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if(!can_finish_build(W, user))
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return
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var/mob/living/simple_animal/bot/ed209/B = new(drop_location(),created_name,lasercolor)
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to_chat(user, "<span class='notice'>You complete the ED-209.</span>")
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B.cell_type = W.type
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qdel(W)
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B.vest_type = vest_type
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qdel(src)
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//Floorbot assemblies
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/obj/item/bot_assembly/floorbot
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desc = "It's a toolbox with tiles sticking out the top."
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name = "tiles and toolbox"
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icon_state = "toolbox_tiles"
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throwforce = 10
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created_name = "Floorbot"
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var/toolbox = /obj/item/storage/toolbox/mechanical
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/obj/item/bot_assembly/floorbot/Initialize()
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. = ..()
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update_icon()
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/obj/item/bot_assembly/floorbot/update_icon()
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..()
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switch(build_step)
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if(ASSEMBLY_FIRST_STEP)
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desc = initial(desc)
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name = initial(name)
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icon_state = initial(icon_state)
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if(ASSEMBLY_SECOND_STEP)
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desc = "It's a toolbox with tiles sticking out the top and a sensor attached."
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name = "incomplete floorbot assembly"
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icon_state = "toolbox_tiles_sensor"
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/obj/item/storage/toolbox/mechanical/attackby(obj/item/stack/tile/plasteel/T, mob/user, params)
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if(!istype(T, /obj/item/stack/tile/plasteel))
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..()
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return
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if(contents.len >= 1)
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to_chat(user, "<span class='warning'>They won't fit in, as there is already stuff inside!</span>")
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return
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if(T.use(10))
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var/obj/item/bot_assembly/floorbot/B = new
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B.toolbox = type
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user.put_in_hands(B)
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to_chat(user, "<span class='notice'>You add the tiles into the empty [src.name]. They protrude from the top.</span>")
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qdel(src)
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else
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to_chat(user, "<span class='warning'>You need 10 floor tiles to start building a floorbot!</span>")
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return
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/obj/item/bot_assembly/floorbot/attackby(obj/item/W, mob/user, params)
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..()
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switch(build_step)
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if(ASSEMBLY_FIRST_STEP)
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if(isprox(W))
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if(!user.temporarilyRemoveItemFromInventory(W))
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return
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to_chat(user, "<span class='notice'>You add [W] to [src].</span>")
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qdel(W)
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build_step++
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update_icon()
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if(ASSEMBLY_SECOND_STEP)
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if(istype(W, /obj/item/bodypart/l_arm/robot) || istype(W, /obj/item/bodypart/r_arm/robot))
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if(!can_finish_build(W, user))
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return
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var/mob/living/simple_animal/bot/floorbot/A = new(drop_location())
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A.name = created_name
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A.robot_arm = W.type
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A.toolbox = toolbox
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to_chat(user, "<span class='notice'>You add [W] to [src]. Boop beep!</span>")
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qdel(W)
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qdel(src)
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//Medbot Assembly
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/obj/item/bot_assembly/medbot
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name = "incomplete medibot assembly"
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desc = "A first aid kit with a robot arm permanently grafted to it."
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icon_state = "firstaid_arm"
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created_name = "Medibot" //To preserve the name if it's a unique medbot I guess
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var/skin = null //Same as medbot, set to tox or ointment for the respective kits.
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var/healthanalyzer = /obj/item/healthanalyzer
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var/firstaid = /obj/item/storage/firstaid
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/obj/item/bot_assembly/medbot/Initialize()
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. = ..()
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spawn(5)
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if(skin)
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add_overlay("kit_skin_[skin]")
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/obj/item/storage/firstaid/attackby(obj/item/bodypart/S, mob/user, params)
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if((!istype(S, /obj/item/bodypart/l_arm/robot)) && (!istype(S, /obj/item/bodypart/r_arm/robot)))
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return ..()
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//Making a medibot!
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if(contents.len >= 1)
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to_chat(user, "<span class='warning'>You need to empty [src] out first!</span>")
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return
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var/obj/item/bot_assembly/medbot/A = new
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if(istype(src, /obj/item/storage/firstaid/fire))
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A.skin = "ointment"
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else if(istype(src, /obj/item/storage/firstaid/toxin))
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A.skin = "tox"
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else if(istype(src, /obj/item/storage/firstaid/o2))
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A.skin = "o2"
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else if(istype(src, /obj/item/storage/firstaid/brute))
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A.skin = "brute"
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user.put_in_hands(A)
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to_chat(user, "<span class='notice'>You add [S] to [src].</span>")
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A.robot_arm = S.type
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A.firstaid = type
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qdel(S)
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qdel(src)
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/obj/item/bot_assembly/medbot/attackby(obj/item/W, mob/user, params)
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..()
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switch(build_step)
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if(ASSEMBLY_FIRST_STEP)
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if(istype(W, /obj/item/healthanalyzer))
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if(!user.temporarilyRemoveItemFromInventory(W))
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return
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healthanalyzer = W.type
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to_chat(user, "<span class='notice'>You add [W] to [src].</span>")
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qdel(W)
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name = "first aid/robot arm/health analyzer assembly"
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add_overlay("na_scanner")
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build_step++
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if(ASSEMBLY_SECOND_STEP)
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if(isprox(W))
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if(!can_finish_build(W, user))
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return
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qdel(W)
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var/mob/living/simple_animal/bot/medbot/S = new(drop_location(), skin)
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to_chat(user, "<span class='notice'>You complete the Medbot. Beep boop!</span>")
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S.name = created_name
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S.firstaid = firstaid
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S.robot_arm = robot_arm
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S.healthanalyzer = healthanalyzer
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qdel(src)
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//Honkbot Assembly
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/obj/item/bot_assembly/honkbot
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name = "incomplete honkbot assembly"
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desc = "The clown's up to no good once more"
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icon_state = "honkbot_arm"
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created_name = "Honkbot"
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/obj/item/bot_assembly/honkbot/attackby(obj/item/I, mob/user, params)
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..()
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switch(build_step)
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if(ASSEMBLY_FIRST_STEP)
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if(isprox(I))
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if(!user.temporarilyRemoveItemFromInventory(I))
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return
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to_chat(user, "<span class='notice'>You add the [I] to [src]!</span>")
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icon_state = "honkbot_proxy"
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name = "incomplete Honkbot assembly"
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qdel(I)
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build_step++
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if(ASSEMBLY_SECOND_STEP)
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if(istype(I, /obj/item/bikehorn))
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if(!can_finish_build(I, user))
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return
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to_chat(user, "<span class='notice'>You add the [I] to [src]! Honk!</span>")
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var/mob/living/simple_animal/bot/honkbot/S = new(drop_location())
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S.name = created_name
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S.spam_flag = TRUE // only long enough to hear the first ping.
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addtimer(CALLBACK (S, .mob/living/simple_animal/bot/honkbot/proc/react_ping), 5)
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S.bikehorn = I.type
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qdel(I)
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qdel(src)
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//Secbot Assembly
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/obj/item/bot_assembly/secbot
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name = "incomplete securitron assembly"
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desc = "Some sort of bizarre assembly made from a proximity sensor, helmet, and signaler."
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icon_state = "helmet_signaler"
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item_state = "helmet"
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created_name = "Securitron" //To preserve the name if it's a unique securitron I guess
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var/swordamt = 0 //If you're converting it into a grievousbot, how many swords have you attached
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var/toyswordamt = 0 //honk
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/obj/item/bot_assembly/secbot/attackby(obj/item/I, mob/user, params)
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..()
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var/atom/Tsec = drop_location()
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switch(build_step)
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if(ASSEMBLY_FIRST_STEP)
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if(istype(I, /obj/item/weldingtool))
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if(I.use_tool(src, user, 0, volume=40))
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add_overlay("hs_hole")
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to_chat(user, "<span class='notice'>You weld a hole in [src]!</span>")
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build_step++
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else if(istype(I, /obj/item/screwdriver)) //deconstruct
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new /obj/item/assembly/signaler(Tsec)
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new /obj/item/clothing/head/helmet/sec(Tsec)
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to_chat(user, "<span class='notice'>You disconnect the signaler from the helmet.</span>")
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qdel(src)
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if(ASSEMBLY_SECOND_STEP)
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if(isprox(I))
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if(!user.temporarilyRemoveItemFromInventory(I))
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return
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to_chat(user, "<span class='notice'>You add [I] to [src]!</span>")
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add_overlay("hs_eye")
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name = "helmet/signaler/prox sensor assembly"
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qdel(I)
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build_step++
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else if(istype(I, /obj/item/weldingtool)) //deconstruct
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if(I.use_tool(src, user, 0, volume=40))
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cut_overlay("hs_hole")
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to_chat(user, "<span class='notice'>You weld the hole in [src] shut!</span>")
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build_step--
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if(ASSEMBLY_THIRD_STEP)
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if((istype(I, /obj/item/bodypart/l_arm/robot)) || (istype(I, /obj/item/bodypart/r_arm/robot)))
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if(!user.temporarilyRemoveItemFromInventory(I))
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return
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to_chat(user, "<span class='notice'>You add [I] to [src]!</span>")
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name = "helmet/signaler/prox sensor/robot arm assembly"
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add_overlay("hs_arm")
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robot_arm = I.type
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qdel(I)
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build_step++
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else if(istype(I, /obj/item/screwdriver)) //deconstruct
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cut_overlay("hs_eye")
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new /obj/item/assembly/prox_sensor(Tsec)
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to_chat(user, "<span class='notice'>You detach the proximity sensor from [src].</span>")
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build_step--
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if(ASSEMBLY_FOURTH_STEP)
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if(istype(I, /obj/item/melee/baton))
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if(!can_finish_build(I, user))
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return
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to_chat(user, "<span class='notice'>You complete the Securitron! Beep boop.</span>")
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var/mob/living/simple_animal/bot/secbot/S = new(Tsec)
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S.name = created_name
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S.baton_type = I.type
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S.robot_arm = robot_arm
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qdel(I)
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qdel(src)
|
|
if(istype(I, /obj/item/wrench))
|
|
to_chat(user, "You adjust [src]'s arm slots to mount extra weapons")
|
|
build_step ++
|
|
return
|
|
if(istype(I, /obj/item/toy/sword))
|
|
if(toyswordamt < 3 && swordamt <= 0)
|
|
if(!user.temporarilyRemoveItemFromInventory(I))
|
|
return
|
|
created_name = "General Beepsky"
|
|
name = "helmet/signaler/prox sensor/robot arm/toy sword assembly"
|
|
icon_state = "grievous_assembly"
|
|
to_chat(user, "<span class='notice'>You superglue [I] onto one of [src]'s arm slots.</span>")
|
|
qdel(I)
|
|
toyswordamt ++
|
|
else
|
|
if(!can_finish_build(I, user))
|
|
return
|
|
to_chat(user, "<span class='notice'>You complete the Securitron!...Something seems a bit wrong with it..?</span>")
|
|
var/mob/living/simple_animal/bot/secbot/grievous/toy/S = new(Tsec)
|
|
S.name = created_name
|
|
S.robot_arm = robot_arm
|
|
qdel(I)
|
|
qdel(src)
|
|
|
|
else if(istype(I, /obj/item/screwdriver)) //deconstruct
|
|
cut_overlay("hs_arm")
|
|
var/obj/item/bodypart/dropped_arm = new robot_arm(Tsec)
|
|
robot_arm = null
|
|
to_chat(user, "<span class='notice'>You remove [dropped_arm] from [src].</span>")
|
|
build_step--
|
|
if(toyswordamt > 0 || toyswordamt)
|
|
icon_state = initial(icon_state)
|
|
to_chat(user, "<span class='notice'>The superglue binding [src]'s toy swords to its chassis snaps!</span>")
|
|
for(var/IS in 1 to toyswordamt)
|
|
new /obj/item/toy/sword(Tsec)
|
|
toyswordamt--
|
|
|
|
if(ASSEMBLY_FIFTH_STEP)
|
|
if(istype(I, /obj/item/melee/transforming/energy/sword/saber))
|
|
if(swordamt < 3)
|
|
if(!user.temporarilyRemoveItemFromInventory(I))
|
|
return
|
|
created_name = "General Beepsky"
|
|
name = "helmet/signaler/prox sensor/robot arm/energy sword assembly"
|
|
icon_state = "grievous_assembly"
|
|
to_chat(user, "<span class='notice'>You bolt [I] onto one of [src]'s arm slots.</span>")
|
|
qdel(I)
|
|
swordamt ++
|
|
else
|
|
if(!can_finish_build(I, user))
|
|
return
|
|
to_chat(user, "<span class='notice'>You complete the Securitron!...Something seems a bit wrong with it..?</span>")
|
|
var/mob/living/simple_animal/bot/secbot/grievous/S = new(Tsec)
|
|
S.name = created_name
|
|
S.robot_arm = robot_arm
|
|
qdel(I)
|
|
qdel(src)
|
|
else if(istype(I, /obj/item/screwdriver)) //deconstruct
|
|
build_step--
|
|
icon_state = initial(icon_state)
|
|
to_chat(user, "<span class='notice'>You unbolt [src]'s energy swords</span>")
|
|
for(var/IS in 1 to swordamt)
|
|
new /obj/item/melee/transforming/energy/sword/saber(Tsec)
|
|
swordamt--
|
|
|
|
//Firebot Assembly
|
|
/obj/item/bot_assembly/firebot
|
|
name = "incomplete firebot assembly"
|
|
desc = "A fire extinguisher with an arm attached to it."
|
|
icon_state = "firebot_arm"
|
|
created_name = "Firebot"
|
|
|
|
/obj/item/bot_assembly/firebot/attackby(obj/item/I, mob/user, params)
|
|
..()
|
|
switch(build_step)
|
|
if(ASSEMBLY_FIRST_STEP)
|
|
if(istype(I, /obj/item/clothing/head/hardhat/red))
|
|
if(!user.temporarilyRemoveItemFromInventory(I))
|
|
return
|
|
to_chat(user,"<span class='notice'>You add the [I] to [src]!</span>")
|
|
icon_state = "firebot_helmet"
|
|
desc = "An incomplete firebot assembly with a fire helmet."
|
|
qdel(I)
|
|
build_step++
|
|
|
|
if(ASSEMBLY_SECOND_STEP)
|
|
if(isprox(I))
|
|
if(!can_finish_build(I, user))
|
|
return
|
|
to_chat(user, "<span class='notice'>You add the [I] to [src]! Beep Boop!</span>")
|
|
var/mob/living/simple_animal/bot/firebot/F = new(drop_location())
|
|
F.name = created_name
|
|
qdel(I)
|
|
qdel(src)
|