Files
Aurora.3/code/game/objects/items/weapons/RSF.dm
mport2004@gmail.com 17ed3899c4 Fixed the map/code issues that the body bags caused.
/obj/effects is now /obj/effect.
/obj/station_objects is now /obj/structure.
Did a bit of minor blob work. 
The Bay 12 body bags were replaced with closets because having two sets of code that do almost the same thing is silly.
Changed back a few of the last jobproc edits as the remove from list before assign was a check to see if the mob was fucked up and if it was remove it so we did not check it again as it would still be fucked up.
The medbay/tox monkeys names are random once more.  More random name monkeys will help with changeling and clean up the observe/mob menus.


git-svn-id: http://tgstation13.googlecode.com/svn/trunk@2324 316c924e-a436-60f5-8080-3fe189b3f50e
2011-10-03 10:28:57 +00:00

221 lines
7.5 KiB
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/*
CONTAINS:
RSF
*/
/obj/item/weapon/rsf/New()
desc = "A RSF. It currently holds [matter]/30 fabrication-units."
return
/obj/item/weapon/rsf/attackby(obj/item/weapon/W as obj, mob/user as mob)
..()
if (istype(W, /obj/item/weapon/rcd_ammo))
if ((matter + 10) > 30)
user << "The RSF cant hold any more matter."
return
del(W)
matter += 10
playsound(src.loc, 'click.ogg', 10, 1)
user << "The RSF now holds [matter]/30 fabrication-units."
desc = "A RSF. It currently holds [matter]/30 fabrication-units."
return
/obj/item/weapon/rsf/attack_self(mob/user as mob)
playsound(src.loc, 'pop.ogg', 50, 0)
if (mode == 1)
mode = 2
user << "Changed dispensing mode to 'Drinking Glass'"
return
if (mode == 2)
mode = 3
user << "Changed dispensing mode to 'Paper'"
return
if (mode == 3)
mode = 4
user << "Changed dispensing mode to 'Pen'"
return
if (mode == 4)
mode = 5
user << "Changed dispensing mode to 'Dice Pack'"
return
if (mode == 5)
mode = 6
user << "Changed dispensing mode to 'Cigarette'"
return
if (mode == 6)
mode = 1
user << "Changed dispensing mode to 'Dosh'"
return
// Change mode
/obj/item/weapon/rsf/afterattack(atom/A, mob/user as mob)
if (!(istype(A, /obj/structure/table) || istype(A, /turf/simulated/floor)))
return
if (istype(A, /obj/structure/table) && mode == 1)
if (istype(A, /obj/structure/table) && matter >= 1)
user << "Dispensing Dosh..."
playsound(src.loc, 'click.ogg', 10, 1)
new /obj/item/weapon/spacecash/c10( A.loc )
if (isrobot(user))
var/mob/living/silicon/robot/engy = user
engy.cell.charge -= 200 //once money becomes useful, I guess changing this to a high ammount, like 500 units a kick, till then, enjoy dosh!
else
matter--
user << "The RSF now holds [matter]/30 fabrication-units."
desc = "A RSF. It currently holds [matter]/30 fabrication-units."
return
else if (istype(A, /turf/simulated/floor) && mode == 1)
if (istype(A, /turf/simulated/floor) && matter >= 1)
user << "Dispensing Dosh..."
playsound(src.loc, 'click.ogg', 10, 1)
new /obj/item/weapon/spacecash/c10( A )
if (isrobot(user))
var/mob/living/silicon/robot/engy = user
engy.cell.charge -= 200 //once money becomes useful, I guess changing this to a high ammount, like 500 units a kick, till then, enjoy dosh!
else
matter--
user << "The RSF now holds [matter]/30 fabrication-units."
desc = "A RSF. It currently holds [matter]/30 fabrication-units."
return
else if (istype(A, /obj/structure/table) && mode == 2)
if (istype(A, /obj/structure/table) && matter >= 1)
user << "Dispensing Drinking Glass..."
playsound(src.loc, 'click.ogg', 10, 1)
new /obj/item/weapon/reagent_containers/food/drinks/drinkingglass( A.loc )
if (isrobot(user))
var/mob/living/silicon/robot/engy = user
engy.cell.charge -= 50
else
matter--
user << "The RSF now holds [matter]/30 fabrication-units."
desc = "A RSF. It currently holds [matter]/30 fabrication-units."
return
else if (istype(A, /turf/simulated/floor) && mode == 2)
if (istype(A, /turf/simulated/floor) && matter >= 1)
user << "Dispensing Drinking Glass..."
playsound(src.loc, 'click.ogg', 10, 1)
new /obj/item/weapon/reagent_containers/food/drinks/drinkingglass( A )
if (isrobot(user))
var/mob/living/silicon/robot/engy = user
engy.cell.charge -= 50
else
matter--
user << "The RSF now holds [matter]/30 fabrication-units."
desc = "A RSF. It currently holds [matter]/30 fabrication-units."
return
else if (istype(A, /obj/structure/table) && mode == 3)
if (istype(A, /obj/structure/table) && matter >= 1)
user << "Dispensing Paper Sheet..."
playsound(src.loc, 'click.ogg', 10, 1)
new /obj/item/weapon/paper( A.loc )
if (isrobot(user))
var/mob/living/silicon/robot/engy = user
engy.cell.charge -= 10
else
matter--
user << "The RSF now holds [matter]/30 fabrication-units."
desc = "A RSF. It currently holds [matter]/30 fabrication-units."
return
else if (istype(A, /turf/simulated/floor) && mode == 3)
if (istype(A, /turf/simulated/floor) && matter >= 1)
user << "Dispensing Paper Sheet..."
playsound(src.loc, 'click.ogg', 10, 1)
new /obj/item/weapon/paper( A )
if (isrobot(user))
var/mob/living/silicon/robot/engy = user
engy.cell.charge -= 10
else
matter--
user << "The RSF now holds [matter]/30 fabrication-units."
desc = "A RSF. It currently holds [matter]/30 fabrication-units."
return
else if (istype(A, /obj/structure/table) && mode == 4)
if (istype(A, /obj/structure/table) && matter >= 1)
user << "Dispensing Pen..."
playsound(src.loc, 'click.ogg', 10, 1)
new /obj/item/weapon/pen( A.loc )
if (isrobot(user))
var/mob/living/silicon/robot/engy = user
engy.cell.charge -= 50
else
matter--
user << "The RSF now holds [matter]/30 fabrication-units."
desc = "A RSF. It currently holds [matter]/30 fabrication-units."
return
else if (istype(A, /turf/simulated/floor) && mode == 4)
if (istype(A, /turf/simulated/floor) && matter >= 1)
user << "Dispensing Pen..."
playsound(src.loc, 'click.ogg', 10, 1)
new /obj/item/weapon/pen( A )
if (isrobot(user))
var/mob/living/silicon/robot/engy = user
engy.cell.charge -= 50
else
matter--
user << "The RSF now holds [matter]/30 fabrication-units."
desc = "A RSF. It currently holds [matter]/30 fabrication-units."
return
else if (istype(A, /obj/structure/table) && mode == 5)
if (istype(A, /obj/structure/table) && matter >= 1)
user << "Dispensing Dice Pack..."
playsound(src.loc, 'click.ogg', 10, 1)
new /obj/item/weapon/storage/dice( A.loc )
if (isrobot(user))
var/mob/living/silicon/robot/engy = user
engy.cell.charge -= 200
else
matter--
user << "The RSF now holds [matter]/30 fabrication-units."
desc = "A RSF. It currently holds [matter]/30 fabrication-units."
return
else if (istype(A, /turf/simulated/floor) && mode == 5)
if (istype(A, /turf/simulated/floor) && matter >= 1)
user << "Dispensing Dice Pack..."
playsound(src.loc, 'click.ogg', 10, 1)
new /obj/item/weapon/storage/dice( A )
if (isrobot(user))
var/mob/living/silicon/robot/engy = user
engy.cell.charge -= 200
else
matter--
user << "The RSF now holds [matter]/30 fabrication-units."
desc = "A RSF. It currently holds [matter]/30 fabrication-units."
return
else if (istype(A, /obj/structure/table) && mode == 6)
if (istype(A, /obj/structure/table) && matter >= 1)
user << "Dispensing Cigarette..."
playsound(src.loc, 'click.ogg', 10, 1)
new /obj/item/clothing/mask/cigarette( A.loc )
if (isrobot(user))
var/mob/living/silicon/robot/engy = user
engy.cell.charge -= 10
else
matter--
user << "The RSF now holds [matter]/30 fabrication-units."
desc = "A RSF. It currently holds [matter]/30 fabrication-units."
return
else if (istype(A, /turf/simulated/floor) && mode == 6)
if (istype(A, /turf/simulated/floor) && matter >= 1)
user << "Dispensing Cigarette..."
playsound(src.loc, 'click.ogg', 10, 1)
new /obj/item/clothing/mask/cigarette( A )
if (isrobot(user))
var/mob/living/silicon/robot/engy = user
engy.cell.charge -= 10
else
matter--
user << "The RSF now holds [matter]/30 fabrication-units."
desc = "A RSF. It currently holds [matter]/30 fabrication-units."
return