/obj/item/weapon/hand_labeler
name = "hand labeler"
icon = 'icons/obj/bureaucracy.dmi'
icon_state = "labeler0"
item_state = "flight"
var/label = null
var/labels_left = 30
var/mode = 0
/obj/item/weapon/hand_labeler/afterattack(atom/A, mob/user,proximity)
if(!proximity) return
if(!mode) //if it's off, give up.
return
if(A == loc) // if placing the labeller into something (e.g. backpack)
return // don't set a label
if(!labels_left)
user << "No labels left!"
return
if(!label || !length(label))
user << "No text set!"
return
if(length(A.name) + length(label) > 64)
user << "Label too big!"
return
if(ishuman(A))
user << "You can't label humans!"
return
if(issilicon(A))
user << "You can't label cyborgs!"
return
user.visible_message("[user] labels [A] as [label].", \
"You label [A] as [label].")
A.name = "[A.name] ([label])"
labels_left--
/obj/item/weapon/hand_labeler/attack_self(mob/user)
if(!user.IsAdvancedToolUser())
user << "You don't have the dexterity to use [src]!"
return
mode = !mode
icon_state = "labeler[mode]"
if(mode)
user << "You turn on [src]."
//Now let them chose the text.
var/str = copytext(reject_bad_text(input(user,"Label text?","Set label","")),1,MAX_NAME_LEN)
if(!str || !length(str))
user << "Invalid text!"
return
label = str
user << "You set the text to '[str]'."
else
user << "You turn off [src]."
/obj/item/weapon/hand_labeler/attackby(obj/item/I, mob/user, params)
..()
if(istype(I, /obj/item/hand_labeler_refill))
if(!user.unEquip(I))
return
user << "You insert [I] into [src]."
qdel(I)
labels_left = initial(labels_left)
return
/obj/item/hand_labeler_refill
name = "hand labeler paper roll"
icon = 'icons/obj/bureaucracy.dmi'
desc = "A roll of paper. Use it on a hand labeler to refill it."
icon_state = "labeler_refill"
item_state = "electropack"
w_class = 1