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Removes some oldcode #16213

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Jul 7, 2021
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2 changes: 1 addition & 1 deletion _maps/map_files/RandomRuins/SpaceRuins/clownmime.dmm
Original file line number Diff line number Diff line change
Expand Up @@ -146,7 +146,7 @@
/turf/simulated/floor/plating/airless,
/area/space/nearstation)
"F" = (
/obj/structure/computerframe/HONKputer,
/obj/structure/computerframe,
/turf/simulated/floor/plasteel/airless,
/area/space/nearstation)
"G" = (
Expand Down
1 change: 0 additions & 1 deletion code/__DEFINES/gamemode.dm
Original file line number Diff line number Diff line change
Expand Up @@ -32,7 +32,6 @@
#define SPECIAL_ROLE_FREE_GOLEM "Free Golem"
#define SPECIAL_ROLE_GOLEM "Golem"
#define SPECIAL_ROLE_HEAD_REV "Head Revolutionary"
#define SPECIAL_ROLE_HONKSQUAD "Honksquad"
#define SPECIAL_ROLE_REV "Revolutionary"
#define SPECIAL_ROLE_MORPH "Morph"
#define SPECIAL_ROLE_MULTIVERSE "Multiverse Traveller"
Expand Down
121 changes: 0 additions & 121 deletions code/game/machinery/computer/buildandrepair.dm
Original file line number Diff line number Diff line change
Expand Up @@ -357,14 +357,6 @@
build_path = /obj/machinery/computer/turbine_computer
origin_tech = "programming=4;engineering=4;powerstorage=4"

/obj/item/circuitboard/HONKputer
name = "Circuit board (HONKputer)"
build_path = /obj/machinery/computer/HONKputer
origin_tech = "programming=2"
icon = 'icons/obj/machines/HONKputer.dmi'
icon_state = "bananium_board"
board_type = "honkcomputer"


/obj/item/circuitboard/supplycomp/attackby(obj/item/I as obj, mob/user as mob, params)
if(istype(I,/obj/item/multitool))
Expand Down Expand Up @@ -552,116 +544,3 @@
if(I.use_tool(src, user, 50, volume = I.tool_volume) && !state)
to_chat(user, "<span class='notice'>You deconstruct [src].</span>")
deconstruct(TRUE)



/obj/structure/computerframe/HONKputer
name = "Bananium Computer-frame"
icon = 'icons/obj/machines/HONKputer.dmi'
base_mineral = /obj/item/stack/sheet/mineral/bananium
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The base_mineral variable can be removed entirely, since it's only actually used here.


/obj/structure/computerframe/HONKputer/attackby(obj/item/P as obj, mob/user as mob, params)
switch(state)
if(0)
if(istype(P, /obj/item/wrench))
playsound(loc, P.usesound, 50, 1)
if(do_after(user, 20, target = src))
to_chat(user, "<span class='notice'>You wrench the frame into place.</span>")
anchored = 1
state = 1
if(1)
if(istype(P, /obj/item/wrench))
playsound(loc, P.usesound, 50, 1)
if(do_after(user, 20 * P.toolspeed, target = src))
to_chat(user, "<span class='notice'>You unfasten the frame.</span>")
anchored = 0
state = 0
if(istype(P, /obj/item/circuitboard) && !circuit)
var/obj/item/circuitboard/B = P
if(B.board_type == "honkcomputer")
playsound(loc, P.usesound, 50, 1)
to_chat(user, "<span class='notice'>You place the circuit board inside the frame.</span>")
icon_state = "1"
circuit = P
user.drop_item()
P.loc = src
else
to_chat(user, "<span class='warning'>This frame does not accept circuit boards of this type!</span>")
if(istype(P, /obj/item/screwdriver) && circuit)
playsound(loc, P.usesound, 50, 1)
to_chat(user, "<span class='notice'>You screw the circuit board into place.</span>")
state = 2
icon_state = "2"
if(istype(P, /obj/item/crowbar) && circuit)
playsound(loc, P.usesound, 50, 1)
to_chat(user, "<span class='notice'>You remove the circuit board.</span>")
state = 1
icon_state = "0"
circuit.loc = loc
circuit = null
return
if(2)
if(istype(P, /obj/item/screwdriver) && circuit)
playsound(loc, P.usesound, 50, 1)
to_chat(user, "<span class='notice'>You unfasten the circuit board.</span>")
state = 1
icon_state = "1"
if(istype(P, /obj/item/stack/cable_coil))
var/obj/item/stack/cable_coil/C = P
if(C.get_amount() >= 5)
playsound(loc, C.usesound, 50, 1)
to_chat(user, "<span class='notice'>You start to add cables to the frame.</span>")
if(do_after(user, 20 * C.toolspeed, target = src))
if(state == 2 && C.get_amount() >= 5 && C.use(5))
to_chat(user, "<span class='notice'>You add cables to the frame.</span>")
state = 3
icon_state = "3"
else
to_chat(user, "<span class='warning'>At some point during construction you lost some cable. Make sure you have five lengths before trying again.</span>")
return
else
to_chat(user, "<span class='warning'>You need five lengths of cable to wire the frame.</span>")
return
if(3)
if(istype(P, /obj/item/wirecutters))
playsound(loc, P.usesound, 50, 1)
to_chat(user, "<span class='notice'>You remove the cables.</span>")
state = 2
icon_state = "2"
var/obj/item/stack/cable_coil/A = new /obj/item/stack/cable_coil( loc )
A.amount = 5

if(istype(P, /obj/item/stack/sheet/glass))
var/obj/item/stack/sheet/glass/G = P
if(G.get_amount() >= 2)
playsound(loc, G.usesound, 50, 1)
to_chat(user, "<span class='notice'>You start to add the glass panel to the frame.</span>")
if(do_after(user, 20 * G.toolspeed, target = src))
if(state == 3 && G.get_amount() >= 2 && G.use(2))
to_chat(user, "<span class='notice'>You put in the glass panel.</span>")
state = 4
icon_state = "4"
else
to_chat(user, "<span class='warning'>At some point during construction you lost some glass. Make sure you have two sheets before trying again.</span>")
return
else
to_chat(user, "<span class='warning'>You need two sheets of glass for this.</span>")
return
if(4)
if(istype(P, /obj/item/crowbar))
playsound(loc, P.usesound, 50, 1)
to_chat(user, "<span class='notice'>You remove the glass panel.</span>")
state = 3
icon_state = "3"
new /obj/item/stack/sheet/glass(loc, 2)
if(istype(P, /obj/item/screwdriver))
playsound(loc, P.usesound, 50, 1)
to_chat(user, "<span class='notice'>You connect the monitor.</span>")
var/B = new circuit.build_path (loc)
if(circuit.powernet) B:powernet = circuit.powernet
if(circuit.id) B:id = circuit.id
if(circuit.records) B:records = circuit.records
if(circuit.frequency) B:frequency = circuit.frequency
qdel(src)
return
return ..()
118 changes: 0 additions & 118 deletions code/game/machinery/computer/honkputer.dm

This file was deleted.