Adds ID unlocking

Fixes directional issues
This commit is contained in:
AnturK
2015-09-17 17:53:26 +02:00
parent 8067597beb
commit a668109c3d
+38 -3
View File
@@ -11,6 +11,7 @@
var/obj/item/showpiece = null
var/alert = 0
var/open = 0
var/obj/item/weapon/electronics/airlock/electronics
/obj/structure/displaycase/ex_act(severity, target)
switch(severity)
@@ -72,6 +73,18 @@
playsound(src.loc, 'sound/effects/Glasshit.ogg', 75, 1)
return
/obj/structure/displaycase/proc/get_flat_icon_directional(atom/A)
//Get flatIcon even if dir is mismatched for directionless icons
var/icon/test
try
test = getFlatIcon(A,defdir=4)
catch
var/old_dir = A.dir
A.dir = 2
test = getFlatIcon(A)
A.dir = old_dir
return test
/obj/structure/displaycase/update_icon()
var/icon/I
if(open)
@@ -81,13 +94,18 @@
if(destroyed)
I = icon('icons/obj/stationobjs.dmi',"glassboxb0")
if(showpiece)
var/icon/S = getFlatIcon(showpiece) //Guns got overlays
var/icon/S = get_flat_icon_directional(showpiece)
S.Scale(17,17)
I.Blend(S,ICON_UNDERLAY,8,8)
src.icon = I
return
/obj/structure/displaycase/attackby(obj/item/weapon/W, mob/user, params)
if(istype(W, /obj/item/weapon/card) && electronics && !destroyed && allowed(user))
user << "<span class='notice'>You [open ? "close":"open"] the [src]</span>"
open = !open
update_icon()
return
if(!alert && istype(W,/obj/item/weapon/crowbar))
if(destroyed && !showpiece)
user << "<span class='notice'>You remove the destroyed case</span>"
@@ -95,8 +113,8 @@
return
user << "<span class='notice'>You start to [open ? "close":"open"] the [src]</span>"
if(do_after(user, 20, target = src))
user << "<span class='notice'>You [open ? "close":"open"] the [src]</span>"
open = !open
user << "<span class='notice'>You [open ? "close":"open"] the [src]</span>"
update_icon()
else if(open)
if(user.unEquip(W))
@@ -137,6 +155,8 @@
desc = "wooden base of display case"
icon = 'icons/obj/stationobjs.dmi'
icon_state = "glassbox_chassis"
var/obj/item/weapon/electronics/airlock/electronics
/obj/structure/displaycase_chassis/attackby(obj/item/I, mob/user, params)
if(istype(I, /obj/item/weapon/wrench))
@@ -147,6 +167,14 @@
new /obj/item/stack/sheet/mineral/wood(get_turf(src))
qdel(src)
return
if(istype(I, /obj/item/weapon/electronics/airlock))
user << "<span class='notice'>You start installing the electronics into [src]...</span>"
playsound(src.loc, 'sound/items/Ratchet.ogg', 50, 1)
if(user.unEquip(I) && do_after(user, 30, target = src))
I.loc = src
electronics = I
user << "<span class='notice'>You install the airlock electronics.</span>"
return
if(istype(I, /obj/item/stack/sheet/glass))
var/obj/item/stack/sheet/glass/G = I
if(G.get_amount() < 10)
@@ -155,7 +183,14 @@
user << "<span class='notice'>You start adding [G] to [src]...</span>"
if(do_after(user, 20, target = src))
G.use(10)
new /obj/structure/displaycase(src.loc)
var/obj/structure/displaycase/display = new(src.loc)
if(electronics)
electronics.loc = display
display.electronics = electronics
if(electronics.use_one_access)
display.req_one_access = electronics.conf_access
else
display.req_access = electronics.conf_access
qdel(src)
return
return