Changed the airlock_painter stuff back to how Ricotez had them coded. Instead of clicking on the painter and setting the airlock type that way, you do it when you click on the door with the painter.

Cheridan fixed the inhand sprites being off, thanks Cheridan!
This commit is contained in:
Nodrak
2013-03-16 13:05:50 -04:00
parent beedf1bfb0
commit 8b906530fe
4 changed files with 62 additions and 4 deletions
+22 -4
View File
@@ -319,22 +319,40 @@ obj/structure/door_assembly
return
else if(istype(W, /obj/item/weapon/airlock_painter)) // |- Ricotez
//INFORMATION ABOUT ADDING A NEW AIRLOCK TO THE PAINT LIST:
//If your airlock has a regular version, add it to the list with regular versions.
//If your airlock has a glass version, add it to the list with glass versions.
//Do NOT add your airlock to a list if it does not have a version for that list,
// or you will get broken icons.
//If you do this properly, you can just add the typetext and icontext of your airlock
// to the big switch without having to make exceptions for glass airlocks, it will
// simply be unavailable if the painter is used on an airlock of the wrong type.
//If your airlock has both a regular and a glass version, remember to also add the
// icontext as exception in the part of the code that deals with turning a regular
// airlock into a glass airlock, else your airlock can't transition from regular to
// glass and will instead revert back to the white sprite.
// |- Ricotez
var/obj/item/weapon/airlock_painter/WT = W
if(WT.ink && WT.ink.charges > 0)
if(WT.ink.charges)
var/icontype
var/optionlist
var/glasstext = ""
var/gicontext = ""
if(src.mineral)
if(src.mineral == "glass")
gicontext = "g"
glasstext = "glass_"
icontype = WT.glass_setting
//These airlocks have a glass version.
optionlist = list("Default", "Engineering", "Atmospherics", "Security", "Command", "Medical", "Research", "Mining")
else
user << "The painter does not work on airlocks coated in minerals!"
return
else
icontype = WT.solid_setting
//These airlocks have a regular version.
optionlist = list("Default", "Engineering", "Atmospherics", "Security", "Command", "Medical", "Research", "Mining", "Maintenance", "External", "High Security")
icontype = input(user, "Please select a paintjob for this glass airlock.") in optionlist
if(!in_range(src, usr) && src.loc != usr) return
switch(icontype)
if("Default")
@@ -377,7 +395,7 @@ obj/structure/door_assembly
user << "\blue You change the paintjob on the airlock assembly."
WT.use()
else
user << "\blue You're out of toner!"
user << "\blue There aren't any charges left!"
return
else if(istype(W, /obj/item/weapon/weldingtool) && !anchored )