Files
Aurora.3/code/game/objects/structures/fireaxe_cabinet.dm
Ron cb5e227320 Converts some istype's to use helpers (#3224)
Converts various istype's to use helpers. Mainly:
Cable
Wrench
Screwdriver
Multitool
Crowbar
Wirecutter

And makes the helpers defines.
2017-08-06 22:08:42 +03:00

136 lines
3.3 KiB
Plaintext

/obj/structure/fireaxecabinet
name = "fire axe cabinet"
desc = "There is small label that reads \"For Emergency use only\" along with details for safe use of the axe. As if."
icon_state = "fireaxe"
anchored = 1
density = 0
var/damage_threshold = 15
var/open
var/unlocked
var/shattered
var/obj/item/weapon/material/twohanded/fireaxe/fireaxe
/obj/structure/fireaxecabinet/attack_generic(var/mob/user, var/damage, var/attack_verb, var/wallbreaker)
user.do_attack_animation(src)
playsound(user, 'sound/effects/Glasshit.ogg', 50, 1)
visible_message("<span class='danger'>[user] [attack_verb] \the [src]!</span>")
if(damage_threshold > damage)
user << "<span class='danger'>Your strike is deflected by the reinforced glass!</span>"
return
if(shattered)
return
shattered = 1
unlocked = 1
open = 1
playsound(user, 'sound/effects/Glassbr3.ogg', 100, 1)
update_icon()
/obj/structure/fireaxecabinet/update_icon()
cut_overlays()
if(fireaxe)
add_overlay("fireaxe_item")
if(shattered)
add_overlay("fireaxe_window_broken")
else if(!open)
add_overlay("fireaxe_window")
/obj/structure/fireaxecabinet/New()
..()
fireaxe = new(src)
update_icon()
/obj/structure/fireaxecabinet/attack_ai(var/mob/user)
toggle_lock(user)
/obj/structure/fireaxecabinet/attack_hand(var/mob/user)
if(!unlocked)
user << "<span class='warning'>\The [src] is locked.</span>"
return
toggle_open(user)
/obj/structure/fireaxecabinet/MouseDrop(over_object, src_location, over_location)
if(over_object == usr)
var/mob/user = over_object
if(!istype(user))
return
if(!open)
user << "<span class='warning'>\The [src] is closed.</span>"
return
if(!fireaxe)
user << "<span class='warning'>\The [src] is empty.</span>"
return
fireaxe.forceMove(get_turf(user))
user.put_in_hands(fireaxe)
fireaxe = null
update_icon()
return
/obj/structure/fireaxecabinet/Destroy()
if(fireaxe)
fireaxe.forceMove(get_turf(src))
fireaxe = null
return ..()
/obj/structure/fireaxecabinet/attackby(var/obj/item/O, var/mob/user)
if(ismultitool(O))
toggle_lock(user)
return
if(istype(O, /obj/item/weapon/material/twohanded/fireaxe))
if(open)
if(fireaxe)
user << "<span class='warning'>There is already \a [fireaxe] inside \the [src].</span>"
else if(user.unEquip(O))
O.forceMove(src)
fireaxe = O
user << "<span class='notice'>You place \the [fireaxe] into \the [src].</span>"
update_icon()
return
if(O.force)
user.setClickCooldown(10)
attack_generic(user, O.force, "bashes")
return
return ..()
/obj/structure/fireaxecabinet/proc/toggle_open(var/mob/user)
if(shattered)
open = 1
unlocked = 1
else
user.setClickCooldown(10)
open = !open
user << "<span class='notice'>You [open ? "open" : "close"] \the [src].</span>"
update_icon()
/obj/structure/fireaxecabinet/proc/toggle_lock(var/mob/user)
if(open)
return
if(shattered)
open = 1
unlocked = 1
else
user.setClickCooldown(10)
user << "<span class='notice'>You begin [unlocked ? "enabling" : "disabling"] \the [src]'s maglock.</span>"
if(!do_after(user, 20))
return
if(shattered) return
unlocked = !unlocked
playsound(user, 'sound/machines/lockreset.ogg', 50, 1)
user << "<span class = 'notice'>You [unlocked ? "disable" : "enable"] the maglock.</span>"
update_icon()