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https://github.com/Bubberstation/Bubberstation.git
synced 2026-08-21 20:20:33 +01:00
Some more fixes for signs and related stuff. (#50752)
* inhand icons * Adding to the object, forgot to name one icon. * Fixing some stuff, and creating inhand icons. * Fixes a thing I broke. * Fixes things (including ALL posters) that shouldn't be wrenchable being wrenchable. Plaques now transfer icon_state always. * Picture frames, painting frames, and the monkey portrait are now wooden. * Fountain pens can now be uncommonly found in maint. * Uneditable sign types should not become editable when unwrenched. * Move redefined var above newly defined var.
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@@ -223,7 +223,7 @@
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name = "painting frame"
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desc = "The perfect showcase for your favorite deathtrap memories."
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icon = 'icons/obj/decals.dmi'
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custom_materials = null
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custom_materials = list(/datum/material/wood = 2000)
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flags_1 = 0
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icon_state = "frame-empty"
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result_path = /obj/structure/sign/painting
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@@ -233,6 +233,7 @@
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desc = "Art or \"Art\"? You decide."
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icon = 'icons/obj/decals.dmi'
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icon_state = "frame-empty"
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custom_materials = list(/datum/material/wood = 2000)
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buildable_sign = FALSE
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var/obj/item/canvas/C
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var/persistence_id
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@@ -17,6 +17,9 @@
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/obj/item/plaque //The item version of the above.
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icon = 'icons/obj/decals.dmi'
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icon_state = "blankplaque"
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item_state = "blankplaque"
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lefthand_file = 'icons/mob/inhands/items_lefthand.dmi'
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righthand_file = 'icons/mob/inhands/items_righthand.dmi'
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name = "blank plaque"
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desc = "A blank plaque, use a fancy pen to engrave it. It can be placed on a wall."
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w_class = WEIGHT_CLASS_NORMAL
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@@ -49,6 +52,7 @@
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unwrenched_plaque.name = name //Copy over the plaque structure variables to the plaque item we're creating when we unwrench it.
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unwrenched_plaque.desc = desc
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unwrenched_plaque.engraved = engraved
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unwrenched_plaque.icon_state = icon_state
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unwrenched_plaque.obj_integrity = obj_integrity
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unwrenched_plaque.setDir(dir)
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qdel(src) //The plaque structure on the wall goes poof and only the plaque item from unwrenching remains.
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@@ -178,6 +182,7 @@
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placed_plaque.name = name
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placed_plaque.desc = desc
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placed_plaque.engraved = engraved
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placed_plaque.icon_state = icon_state
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placed_plaque.obj_integrity = obj_integrity
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placed_plaque.setDir(dir)
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qdel(src)
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@@ -19,7 +19,7 @@
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/obj/structure/plaque/static_plaque/golden/captain
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name = "The Most Robust Captain Award for Robustness"
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//These are plaques that aren't made of metal, so we'll just consider them signs. Those are made of plastic, not gold.
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//These are plaques that aren't made of metal, so we'll just consider them signs. Those are made of plastic (default) or wood, not gold.
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//See: code>game>objects>structures>signs>_signs.dm
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/obj/structure/sign/plaques/kiddie
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@@ -47,3 +47,4 @@
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name = "\improper Mr. Deempisi portrait"
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desc = "Under the painting a plaque reads: 'While the meat grinder may not have spared you, fear not. Not one part of you has gone to waste... You were delicious.'"
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icon_state = "monkey_painting"
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custom_materials = list(/datum/material/wood = 2000) //The same as /obj/structure/sign/picture_frame
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@@ -1,8 +1,5 @@
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/obj/structure/sign
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icon = 'icons/obj/decals.dmi'
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icon_state = "backing"
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name = "sign backing"
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desc = "A plastic sign backing, use a pen to change the decal. It can be detached from the wall with a wrench."
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anchored = TRUE
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opacity = 0
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density = FALSE
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@@ -16,21 +13,31 @@
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resistance_flags = FLAMMABLE
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///This determines if you can select this sign type when using a pen on a sign backing. False by default, set to true per sign type to override.
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var/is_editable = FALSE
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///sign_change_name is used to make nice looking, alphebetized and categorized names when you use a pen on a sign backing.
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var/sign_change_name = "Sign - Blank" //If this is ever seen in game, something went wrong.
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///sign_change_name is used to make nice looking, alphebetized and categorized names when you use a pen on any sign item or structure which is_editable.
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var/sign_change_name
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/obj/structure/sign/blank //This subtype is necessary for now because some other things (posters, picture frames, paintings) inheret from the parent type.
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icon_state = "backing"
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name = "sign backing"
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desc = "A plastic sign backing, use a pen to change the decal. It can be detached from the wall with a wrench."
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is_editable = TRUE
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sign_change_name = "Blank Sign"
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/obj/item/sign
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name = "sign backing"
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desc = "A plastic sign backing, use a pen to change the decal. It can be placed on a wall."
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icon = 'icons/obj/decals.dmi'
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icon_state = "backing"
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item_state = "backing"
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lefthand_file = 'icons/mob/inhands/items_lefthand.dmi'
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righthand_file = 'icons/mob/inhands/items_righthand.dmi'
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w_class = WEIGHT_CLASS_NORMAL
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custom_materials = list(/datum/material/plastic = 2000)
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armor = list("melee" = 50, "bullet" = 0, "laser" = 0, "energy" = 0, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 50, "acid" = 50)
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resistance_flags = FLAMMABLE
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max_integrity = 100
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///The type of sign structure that will be created when placed on a turf, the default looks just like a sign backing item.
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var/sign_path = /obj/structure/sign
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var/sign_path = /obj/structure/sign/blank
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///This determines if you can select this sign type when using a pen on a sign backing. False by default, set to true per sign type to override.
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var/is_editable = TRUE
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@@ -61,6 +68,8 @@
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/obj/structure/sign/wrench_act(mob/living/user, obj/item/wrench/I)
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. = ..()
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if(!buildable_sign)
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return TRUE
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user.visible_message("<span class='notice'>[user] starts removing [src]...</span>", \
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"<span class='notice'>You start unfastening [src].</span>")
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I.play_tool_sound(src)
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@@ -70,11 +79,13 @@
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user.visible_message("<span class='notice'>[user] unfastens [src].</span>", \
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"<span class='notice'>You unfasten [src].</span>")
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var/obj/item/sign/unwrenched_sign = new (get_turf(user))
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if(type != /obj/structure/sign) //If it's still just a basic sign backing, we can (and should) skip some of the below variable transfers.
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if(type != /obj/structure/sign/blank) //If it's still just a basic sign backing, we can (and should) skip some of the below variable transfers.
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unwrenched_sign.name = name //Copy over the sign structure variables to the sign item we're creating when we unwrench a sign.
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unwrenched_sign.desc = "[desc] It can be placed on a wall."
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unwrenched_sign.icon_state = icon_state
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unwrenched_sign.sign_path = type
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unwrenched_sign.custom_materials = custom_materials //This is here so picture frames and wooden things don't get messed up.
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unwrenched_sign.is_editable = is_editable
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unwrenched_sign.obj_integrity = obj_integrity //Transfer how damaged it is.
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unwrenched_sign.setDir(dir)
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qdel(src) //The sign structure on the wall goes poof and only the sign item from unwrenching remains.
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@@ -165,7 +176,10 @@
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return
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var/obj/structure/sign/sign_type = GLOB.editable_sign_types[choice]
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name = initial(sign_type.name)
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desc = "[initial(sign_type.desc)] It can be placed on a wall."
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if(sign_type != /obj/structure/sign/blank)
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desc = "[initial(sign_type.desc)] It can be placed on a wall."
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else
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desc = initial(desc) //If you're changing it to a blank sign, just use obj/item/sign's description.
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icon_state = initial(sign_type.icon_state)
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sign_path = sign_type
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user.visible_message("<span class='notice'>You finish changing the sign.</span>")
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@@ -207,3 +221,4 @@
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name = "\improper Nanotrasen logo sign"
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desc = "The Nanotrasen corporate logo."
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icon_state = "nanotrasen_sign1"
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buildable_sign = FALSE
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