Adds some very fancy tables (#20388)

* Adds some very fancy tables

* even fancierer

* smoothing sprites are like a jigsaw puzzle for assholes
This commit is contained in:
Joan Lung
2016-09-09 14:09:16 +12:00
committed by oranges
parent f79e2de334
commit b245319979
4 changed files with 33 additions and 13 deletions
+15 -13
View File
@@ -35,8 +35,7 @@
user << "<span class='warning'>You need one plasteel sheet to do this!</span>"
return
user << "<span class='notice'>You start adding [P] to [src]...</span>"
if(do_after(user, 50, target = src))
P.use(1)
if(do_after(user, 50, target = src) && P.use(1))
new /obj/structure/table/reinforced(src.loc)
qdel(src)
else if(istype(I, /obj/item/stack/sheet/metal))
@@ -45,8 +44,7 @@
user << "<span class='warning'>You need one metal sheet to do this!</span>"
return
user << "<span class='notice'>You start adding [M] to [src]...</span>"
if(do_after(user, 20, target = src))
M.use(1)
if(do_after(user, 20, target = src) && M.use(1))
new /obj/structure/table(src.loc)
qdel(src)
else if(istype(I, /obj/item/stack/sheet/glass))
@@ -55,9 +53,7 @@
user << "<span class='warning'>You need one glass sheet to do this!</span>"
return
user << "<span class='notice'>You start adding [G] to [src]...</span>"
if(do_after(user, 20, target = src))
G.use(1)
if(do_after(user, 20, target = src) && G.use(1))
new /obj/structure/table/glass(src.loc)
qdel(src)
else if(istype(I, /obj/item/stack/sheet/mineral/silver))
@@ -66,10 +62,18 @@
user << "<span class='warning'>You need one silver sheet to do this!</span>"
return
user << "<span class='notice'>You start adding [S] to [src]...</span>"
if(do_after(user, 20, target = src))
S.use(1)
if(do_after(user, 20, target = src) && S.use(1))
new /obj/structure/table/optable(src.loc)
qdel(src)
else if(istype(I, /obj/item/stack/tile/carpet))
var/obj/item/stack/tile/carpet/C = I
if(C.get_amount() < 1)
user << "<span class='warning'>You need one carpet sheet to do this!</span>"
return
user << "<span class='notice'>You start adding [C] to [src]...</span>"
if(do_after(user, 20, target = src) && C.use(1))
new /obj/structure/table/wood/fancy(src.loc)
qdel(src)
else
return ..()
@@ -101,8 +105,7 @@
user << "<span class='warning'>You need one wood sheet to do this!</span>"
return
user << "<span class='notice'>You start adding [W] to [src]...</span>"
if(do_after(user, 20, target = src))
W.use(1)
if(do_after(user, 20, target = src) && W.use(1))
new /obj/structure/table/wood(src.loc)
qdel(src)
return
@@ -112,8 +115,7 @@
user << "<span class='warning'>You need one carpet sheet to do this!</span>"
return
user << "<span class='notice'>You start adding [C] to [src]...</span>"
if(do_after(user, 20, target = src))
C.use(1)
if(do_after(user, 20, target = src) && C.use(1))
new /obj/structure/table/wood/poker(src.loc)
qdel(src)
else
@@ -334,6 +334,24 @@
/obj/structure/table/wood/poker/narsie_act()
new /obj/structure/table/wood(src.loc)
/obj/structure/table/wood/fancy
name = "fancy table"
desc = "A standard metal table frame covered with an amazingly fancy, patterned cloth."
icon = 'icons/obj/structures.dmi'
icon_state = "fancy_table"
frame = /obj/structure/table_frame
framestack = /obj/item/stack/rods
buildstack = /obj/item/stack/tile/carpet
canSmoothWith = list(/obj/structure/table/wood/fancy)
/obj/structure/table/wood/fancy/New()
icon = 'icons/obj/smooth_structures/fancy_table.dmi' //so that the tables place correctly in the map editor
..()
/obj/structure/table/wood/fancy/burn() //basically made out of metal
new frame(loc)
qdel(src)
/*
* Reinforced tables
*/