mirror of
https://github.com/Aurorastation/Aurora.3.git
synced 2026-08-23 13:05:44 +01:00
Total rewrite of awful fireaxe cabinets.
This commit is contained in:
@@ -1,215 +0,0 @@
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//I still dont think this should be a closet but whatever
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/obj/structure/closet/fireaxecabinet
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name = "fire axe cabinet"
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desc = "There is small label that reads \"For Emergency use only\" along with details for safe use of the axe. As if."
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var/obj/item/weapon/material/twohanded/fireaxe/fireaxe
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icon_state = "fireaxe1000"
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icon_closed = "fireaxe1000"
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icon_opened = "fireaxe1100"
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anchored = 1
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density = 0
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var/localopened = 0 //Setting this to keep it from behaviouring like a normal closet and obstructing movement in the map. -Agouri
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opened = 1
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var/hitstaken = 0
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var/locked = 1
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var/smashed = 0
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New()
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..()
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fireaxe = new /obj/item/weapon/material/twohanded/fireaxe(src)
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attackby(var/obj/item/O as obj, var/mob/user as mob) //Marker -Agouri
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//..() //That's very useful, Erro
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// This could stand to be put further in, made better, etc. but fuck you. Fuck whoever
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// wrote this code. Fuck everything about this object. I hope you step on a Lego.
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user.setClickCooldown(10)
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// Seriously why the fuck is this even a closet aghasjdhasd I hate you
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var/hasaxe = 0 //gonna come in handy later~ // FUCK YOUR TILDES.
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if(fireaxe)
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hasaxe = 1
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if (isrobot(usr) || src.locked)
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if(istype(O, /obj/item/device/multitool))
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user << "<span class='warning'>Resetting circuitry...</span>"
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playsound(user, 'sound/machines/lockreset.ogg', 50, 1)
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if(do_after(user, 20))
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src.locked = 0
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user << "<span class = 'caution'> You disable the locking modules.</span>"
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update_icon()
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return
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else if(istype(O, /obj/item/weapon))
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var/obj/item/weapon/W = O
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if(src.smashed || src.localopened)
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if(localopened)
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localopened = 0
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icon_state = text("fireaxe[][][][]closing",hasaxe,src.localopened,src.hitstaken,src.smashed)
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spawn(10) update_icon()
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return
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else
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playsound(user, 'sound/effects/Glasshit.ogg', 100, 1) //We don't want this playing every time
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if(W.force < 15)
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user << "<span class='notice'>The cabinet's protective glass glances off the hit.</span>"
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else
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src.hitstaken++
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if(src.hitstaken == 4)
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playsound(user, 'sound/effects/Glassbr3.ogg', 100, 1) //Break cabinet, receive goodies. Cabinet's fucked for life after that.
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src.smashed = 1
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src.locked = 0
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src.localopened = 1
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update_icon()
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return
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if (istype(O, /obj/item/weapon/material/twohanded/fireaxe) && src.localopened)
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if(!fireaxe)
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if(O:wielded)
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user << "<span class='warning'>Unwield the axe first.</span>"
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return
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fireaxe = O
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user.remove_from_mob(O)
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src.contents += O
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user << "<span class='notice'>You place the fire axe back in the [src.name].</span>"
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update_icon()
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else
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if(src.smashed)
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return
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else
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localopened = !localopened
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if(localopened)
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icon_state = text("fireaxe[][][][]opening",hasaxe,src.localopened,src.hitstaken,src.smashed)
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spawn(10) update_icon()
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else
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icon_state = text("fireaxe[][][][]closing",hasaxe,src.localopened,src.hitstaken,src.smashed)
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spawn(10) update_icon()
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else
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if(src.smashed)
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return
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if(istype(O, /obj/item/device/multitool))
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if(localopened)
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localopened = 0
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icon_state = text("fireaxe[][][][]closing",hasaxe,src.localopened,src.hitstaken,src.smashed)
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spawn(10) update_icon()
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return
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else
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user << "<span class='warning'>Resetting circuitry...</span>"
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sleep(50)
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src.locked = 1
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user << "<span class='notice'>You re-enable the locking modules.</span>"
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playsound(user, 'sound/machines/lockenable.ogg', 50, 1)
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if(do_after(user,20))
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src.locked = 1
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user << "<span class = 'caution'> You re-enable the locking modules.</span>"
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return
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else
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localopened = !localopened
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if(localopened)
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icon_state = text("fireaxe[][][][]opening",hasaxe,src.localopened,src.hitstaken,src.smashed)
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spawn(10) update_icon()
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else
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icon_state = text("fireaxe[][][][]closing",hasaxe,src.localopened,src.hitstaken,src.smashed)
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spawn(10) update_icon()
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attack_hand(mob/user as mob)
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var/hasaxe = 0
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if(fireaxe)
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hasaxe = 1
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if(src.locked)
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user <<"<span class='warning'>The cabinet won't budge!</span>"
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return
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if(localopened)
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if(fireaxe)
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user.put_in_hands(fireaxe)
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fireaxe = null
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user << "<span class='notice'>You take the fire axe from the [name].</span>"
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src.add_fingerprint(user)
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update_icon()
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else
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if(src.smashed)
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return
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else
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localopened = !localopened
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if(localopened)
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src.icon_state = text("fireaxe[][][][]opening",hasaxe,src.localopened,src.hitstaken,src.smashed)
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spawn(10) update_icon()
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else
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src.icon_state = text("fireaxe[][][][]closing",hasaxe,src.localopened,src.hitstaken,src.smashed)
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spawn(10) update_icon()
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else
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localopened = !localopened //I'm pretty sure we don't need an if(src.smashed) in here. In case I'm wrong and it fucks up teh cabinet, **MARKER**. -Agouri
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if(localopened)
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src.icon_state = text("fireaxe[][][][]opening",hasaxe,src.localopened,src.hitstaken,src.smashed)
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spawn(10) update_icon()
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else
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src.icon_state = text("fireaxe[][][][]closing",hasaxe,src.localopened,src.hitstaken,src.smashed)
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spawn(10) update_icon()
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attack_tk(mob/user as mob)
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if(localopened && fireaxe)
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fireaxe.forceMove(loc)
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user << "<span class='notice'>You telekinetically remove the fire axe.</span>"
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fireaxe = null
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update_icon()
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return
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attack_hand(user)
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verb/toggle_openness() //nice name, huh? HUH?! -Erro //YEAH -Agouri
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set name = "Open/Close"
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set category = "Object"
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if (isrobot(usr) || src.locked || src.smashed)
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if(src.locked)
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usr << "<span class='warning'>The cabinet won't budge!</span>"
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else if(src.smashed)
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usr << "<span class='notice'>The protective glass is broken!</span>"
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return
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localopened = !localopened
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update_icon()
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verb/remove_fire_axe()
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set name = "Remove Fire Axe"
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set category = "Object"
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if (isrobot(usr))
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return
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if (localopened)
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if(fireaxe)
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usr.put_in_hands(fireaxe)
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fireaxe = null
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usr << "<span class='notice'>You take the Fire axe from the [name].</span>"
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else
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usr << "<span class='notice'>The [src.name] is empty.</span>"
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else
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usr << "<span class='notice'>The [src.name] is closed.</span>"
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update_icon()
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attack_ai(mob/user as mob)
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if(src.smashed)
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user << "<span class='warning'>The security of the cabinet is compromised.</span>"
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return
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else
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locked = !locked
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if(locked)
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user << "<span class='warning'>Cabinet locked.</span>"
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else
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user << "<span class='notice'>Cabinet unlocked.</span>"
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return
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update_icon() //Template: fireaxe[has fireaxe][is opened][hits taken][is smashed]. If you want the opening or closing animations, add "opening" or "closing" right after the numbers
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var/hasaxe = 0
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if(fireaxe)
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hasaxe = 1
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icon_state = text("fireaxe[][][][]",hasaxe,src.localopened,src.hitstaken,src.smashed)
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open()
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return
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close()
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return
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@@ -0,0 +1,135 @@
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/obj/structure/fireaxecabinet
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name = "fire axe cabinet"
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desc = "There is small label that reads \"For Emergency use only\" along with details for safe use of the axe. As if."
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icon_state = "fireaxe"
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anchored = 1
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density = 0
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var/damage_threshold = 15
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var/open
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var/unlocked
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var/shattered
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var/obj/item/weapon/material/twohanded/fireaxe/fireaxe
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/obj/structure/fireaxecabinet/attack_generic(var/mob/user, var/damage, var/attack_verb, var/wallbreaker)
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user.do_attack_animation(src)
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playsound(user, 'sound/effects/Glasshit.ogg', 50, 1)
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visible_message("<span class='danger'>[user] [attack_verb] \the [src]!</span>")
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if(damage_threshold > damage)
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user << "<span class='danger'>Your strike is deflected by the reinforced glass!</span>"
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return
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if(shattered)
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return
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shattered = 1
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unlocked = 1
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open = 1
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playsound(user, 'sound/effects/Glassbr3.ogg', 100, 1)
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update_icon()
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/obj/structure/fireaxecabinet/update_icon()
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overlays.Cut()
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if(fireaxe)
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overlays += image(icon, "fireaxe_item")
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if(shattered)
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overlays += image(icon, "fireaxe_window_broken")
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else if(!open)
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overlays += image(icon, "fireaxe_window")
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/obj/structure/fireaxecabinet/New()
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..()
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fireaxe = new(src)
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update_icon()
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/obj/structure/fireaxecabinet/attack_ai(var/mob/user)
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toggle_lock(user)
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/obj/structure/fireaxecabinet/attack_hand(var/mob/user)
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if(!unlocked)
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user << "<span class='warning'>\The [src] is locked.</span>"
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return
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toggle_open(user)
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/obj/structure/fireaxecabinet/MouseDrop(over_object, src_location, over_location)
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if(over_object == usr)
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var/mob/user = over_object
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if(!istype(user))
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return
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if(!open)
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user << "<span class='warning'>\The [src] is closed.</span>"
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return
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if(!fireaxe)
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user << "<span class='warning'>\The [src] is empty.</span>"
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return
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fireaxe.forceMove(get_turf(user))
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user.put_in_hands(fireaxe)
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fireaxe = null
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update_icon()
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return
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/obj/structure/fireaxecabinet/Destroy()
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if(fireaxe)
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fireaxe.forceMove(get_turf(src))
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fireaxe = null
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return ..()
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/obj/structure/fireaxecabinet/attackby(var/obj/item/O, var/mob/user)
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if(istype(O, /obj/item/device/multitool))
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toggle_lock(user)
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return
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if(istype(O, /obj/item/weapon/material/twohanded/fireaxe))
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if(open)
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if(fireaxe)
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user << "<span class='warning'>There is already \a [fireaxe] inside \the [src].</span>"
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else if(user.unEquip(O))
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O.forceMove(src)
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fireaxe = O
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user << "<span class='notice'>You place \the [fireaxe] into \the [src].</span>"
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update_icon()
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return
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if(O.force)
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user.setClickCooldown(10)
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attack_generic(user, O.force, "bashes")
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return
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return ..()
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/obj/structure/fireaxecabinet/proc/toggle_open(var/mob/user)
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if(shattered)
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open = 1
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unlocked = 1
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else
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user.setClickCooldown(10)
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open = !open
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user << "<span class='notice'>You [open ? "open" : "close"] \the [src].</span>"
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update_icon()
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/obj/structure/fireaxecabinet/proc/toggle_lock(var/mob/user)
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if(open)
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return
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if(shattered)
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open = 1
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unlocked = 1
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else
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user.setClickCooldown(10)
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user << "<span class='notice'>You begin [unlocked ? "enabling" : "disabling"] \the [src]'s maglock.</span>"
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if(!do_after(user, 20))
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return
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if(shattered) return
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unlocked = !unlocked
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playsound(user, 'sound/machines/lockreset.ogg', 50, 1)
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user << "<span class = 'notice'>You [unlocked ? "disable" : "enable"] the maglock.</span>"
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update_icon()
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