Fuck Coding

This commit is contained in:
NikNakFlak
2016-06-29 23:57:38 -07:00
parent 8977aa4082
commit da5eac806a
+43 -1
View File
@@ -1,3 +1,6 @@
#define SHOWCASE_CONSTRUCTED 1
#define SHOWCASE_SCREWDRIVERED 2
/*Completely generic structures for use by mappers to create fake objects, i.e. display rooms*/
/obj/structure/showcase
name = "showcase"
@@ -6,6 +9,7 @@
desc = "A stand with the empty body of a cyborg bolted to it."
density = 1
anchored = 1
var/deconstruction_state = SHOWCASE_CONSTRUCTED
/obj/structure/showcase/fakeid
name = "\improper Centcom identification console"
@@ -31,4 +35,42 @@
name = "horrific experiment"
desc = "Some sort of pod filled with blood and viscera. You swear you can see it moving..."
icon = 'icons/obj/cloning.dmi'
icon_state = "pod_g"
icon_state = "pod_g"
//Deconstructing
//Showcases can be any sprite, so it makes sense that they can't be constructed.
//However if a player wants to move an existing showcase or remove one, this is for that.
/obj/structure/showcase/attackby(obj/item/W, mob/user)
if(istype(W, /obj/item/weapon/screwdriver) && !anchored)
if(deconstruction_state == SHOWCASE_SCREWDRIVERED)
user << "<span class='notice'>You screw the screws back into the showcase.</span>"
playsound(loc, 'sound/items/Screwdriver.ogg', 100, 1)
deconstruction_state = SHOWCASE_CONSTRUCTED
else if (deconstruction_state == SHOWCASE_CONSTRUCTED)
user << "<span class='notice'>You unscrew the screws.</span>"
playsound(loc, 'sound/items/Screwdriver.ogg', 100, 1)
deconstruction_state = SHOWCASE_SCREWDRIVERED
if(istype(W, /obj/item/weapon/crowbar) && deconstruction_state == SHOWCASE_SCREWDRIVERED)
if(do_after(user, 20/W.toolspeed, target = src))
playsound(loc, 'sound/items/Crowbar.ogg', 100, 1)
user << "<span class='notice'>You start to crowbar the showcase apart...</span>"
new /obj/item/stack/sheet/metal (get_turf(src), 4)
qdel(src)
if(deconstruction_state == SHOWCASE_CONSTRUCTED && default_unfasten_wrench(user, W))
return
//Feedback is given in examine because showcases can basically have any sprite assigned to them
/obj/structure/showcase/examine(mob/user)
..()
switch(deconstruction_state)
if(SHOWCASE_CONSTRUCTED)
user << "The showcase is fully constructed."
if(SHOWCASE_SCREWDRIVERED)
user << "The showcase has its screws loosened."
else
user << "If you see this, something is wrong."