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de-hardcodes some of /obj/structure/table (#92740)
## About The Pull Request Adds new variables and removes minor hardcoding with the `/obj/structure/table` adding the variables `var/flipped_table_icon` `var/unflip_table_sound` `var/flipped_table_sound` ## Why It's Good For The Game This will provide more modular-ability, maintenance, and general care for changes up and down the stream. allowing modules and individual things to be made without affecting the /TG/ master files. Including with these new sound variables, it allows further control over how things should sound, not having to code-dive to find and change anything. Making it much easier to control. ## Changelog No player facing changes.
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@@ -52,6 +52,12 @@
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var/matrix/before_flipped_matrix
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/// Do we place people onto the table rather than slamming them?
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var/slam_gently = FALSE
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/// Where icon is our flipped table located in?
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var/flipped_table_icon = 'icons/obj/flipped_tables.dmi'
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/// What sound does the table make when unflipped?
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var/unflip_table_sound = 'sound/items/trayhit/trayhit2.ogg'
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/// What sound does the table make when we flip the table?
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var/flipped_table_sound = 'sound/items/trayhit/trayhit1.ogg'
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/obj/structure/table/Initialize(mapload, obj/structure/table_frame/frame_used, obj/item/stack/stack_used)
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. = ..()
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@@ -109,7 +115,7 @@
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//proc that adds elements present in normal tables
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/obj/structure/table/proc/unflip_table()
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playsound(src, 'sound/items/trayhit/trayhit2.ogg', 100)
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playsound(src, unflip_table_sound, 100)
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make_climbable()
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AddElement(/datum/element/give_turf_traits, turf_traits)
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AddElement(/datum/element/footstep_override, priority = STEP_SOUND_TABLE_PRIORITY)
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@@ -129,7 +135,7 @@
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//proc that removes elements present in now-flipped tables
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/obj/structure/table/proc/flip_table(new_dir = SOUTH)
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playsound(src, 'sound/items/trayhit/trayhit1.ogg', 100)
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playsound(src, flipped_table_sound, 100)
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qdel(GetComponent(/datum/component/climb_walkable))
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RemoveElement(/datum/element/climbable)
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RemoveElement(/datum/element/footstep_override, priority = STEP_SOUND_TABLE_PRIORITY)
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@@ -170,7 +176,7 @@
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transform_matrix.Turn(270)
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animate(src, transform = transform_matrix, time = 0)
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else
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icon = 'icons/obj/flipped_tables.dmi'
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icon = flipped_table_icon
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icon_state = base_icon_state
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update_appearance()
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