/obj/structure/fireaxecabinet
name = "fire axe cabinet"
desc = "There is a small label that reads \"For Emergency use only\" along with details for safe use of the axe. As if."
var/obj/item/weapon/twohanded/fireaxe/fireaxe = new/obj/item/weapon/twohanded/fireaxe
icon = 'icons/obj/wallmounts.dmi'
icon_state = "fireaxe"
anchored = 1
density = 0
armor = list(melee = 50, bullet = 20, laser = 0, energy = 100, bomb = 10, bio = 100, rad = 100, fire = 90, acid = 50)
var/locked = 1
var/open = 0
obj_integrity = 150
max_integrity = 150
integrity_failure = 50
/obj/structure/fireaxecabinet/New()
..()
update_icon()
/obj/structure/fireaxecabinet/Destroy()
if(fireaxe)
qdel(fireaxe)
fireaxe = null
return ..()
/obj/structure/fireaxecabinet/attackby(obj/item/I, mob/user, params)
if(iscyborg(user) || istype(I,/obj/item/device/multitool))
toggle_lock(user)
else if(istype(I, /obj/item/stack/sheet/glass) && broken)
var/obj/item/stack/sheet/glass/G = I
if(G.get_amount() < 2)
user << "You need two glass sheets to fix [src]!"
return
user << "You start fixing [src]..."
if(do_after(user, 20, target = src) && G.use(2))
broken = 0
obj_integrity = max_integrity
update_icon()
else if(open || broken)
if(istype(I, /obj/item/weapon/twohanded/fireaxe) && !fireaxe)
var/obj/item/weapon/twohanded/fireaxe/F = I
if(F.wielded)
user << "Unwield the [F.name] first."
return
if(!user.drop_item())
return
fireaxe = F
F.forceMove(loc)
user << "You place the [F.name] back in the [name]."
update_icon()
return
else if(!broken)
toggle_open()
else
return ..()
/obj/structure/fireaxecabinet/play_attack_sound(damage_amount, damage_type = BRUTE, damage_flag = 0)
switch(damage_type)
if(BRUTE)
if(broken)
playsound(loc, 'sound/effects/hit_on_shattered_glass.ogg', 90, 1)
else
playsound(loc, 'sound/effects/Glasshit.ogg', 90, 1)
if(BURN)
playsound(src.loc, 'sound/items/Welder.ogg', 100, 1)
/obj/structure/fireaxecabinet/take_damage(damage_amount, damage_type = BRUTE, damage_flag = 0, sound_effect = 1, attack_dir)
if(open)
return
. = ..()
if(.)
update_icon()
/obj/structure/fireaxecabinet/obj_break(damage_flag)
if(!broken && !(flags & NODECONSTRUCT))
update_icon()
broken = TRUE
playsound(src, 'sound/effects/Glassbr3.ogg', 100, 1)
new /obj/item/weapon/shard(loc)
new /obj/item/weapon/shard(loc)
/obj/structure/fireaxecabinet/deconstruct(disassembled = TRUE)
if(!(flags & NODECONSTRUCT))
if(fireaxe && loc)
fireaxe.forceMove(loc)
fireaxe = null
new /obj/item/stack/sheet/metal(loc, 2)
qdel(src)
/obj/structure/fireaxecabinet/blob_act(obj/structure/blob/B)
if(fireaxe)
fireaxe.forceMove(loc)
fireaxe = null
qdel(src)
/obj/structure/fireaxecabinet/attack_hand(mob/user)
if(open || broken)
if(fireaxe)
user.put_in_hands(fireaxe)
fireaxe = null
user << "You take the fire axe from the [name]."
src.add_fingerprint(user)
update_icon()
return
if(locked)
user <<" The [name] won't budge!"
return
else
open = !open
update_icon()
return
/obj/structure/fireaxecabinet/attack_paw(mob/living/user)
attack_hand(user)
/obj/structure/fireaxecabinet/attack_ai(mob/user)
toggle_lock(user)
return
/obj/structure/fireaxecabinet/update_icon()
cut_overlays()
if(fireaxe)
add_overlay("axe")
if(!open)
var/hp_percent = obj_integrity/max_integrity * 100
if(broken)
add_overlay("glass4")
else
switch(hp_percent)
if(-INFINITY to 40)
add_overlay("glass3")
if(40 to 60)
add_overlay("glass2")
if(60 to 80)
add_overlay("glass1")
if(80 to INFINITY)
add_overlay("glass")
if(locked)
add_overlay("locked")
else
add_overlay("unlocked")
else
add_overlay("glass_raised")
/obj/structure/fireaxecabinet/proc/toggle_lock(mob/user)
user << " Resetting circuitry..."
playsound(src, 'sound/machines/locktoggle.ogg', 50, 1)
if(do_after(user, 20, target = src))
user << "You [locked ? "disable" : "re-enable"] the locking modules."
locked = !locked
update_icon()
/obj/structure/fireaxecabinet/verb/toggle_open()
set name = "Open/Close"
set category = "Object"
set src in oview(1)
if(locked)
usr <<" The [name] won't budge!"
return
else
open = !open
update_icon()
return