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Hello everybuddy, your number three rated coder-failure here to clean up some mess. This PR accomplishes some of the more major structural clean up changes I wanted to do with /obj/ folder, but decided to wait on until wallening gets merged, and so, time has come. Several things to still be done, although I know these cleaning PR's are quite a load, so will wait for this one to get done with first. ## Why It's Good For The Game Saner spriters, better sprites, less annoyance. Also deleted a whole load of redundancy this time around, a lot of sprites which existed simultaniously in two places now got exit their quantum superposition.
157 lines
4.1 KiB
Plaintext
157 lines
4.1 KiB
Plaintext
/**
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* Shower Curtains
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*/
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/obj/structure/curtain
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name = "curtain"
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desc = "Contains less than 1% mercury."
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icon = 'icons/obj/structures/watercloset.dmi'
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icon_state = "bathroom-open"
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color = "#ACD1E9" //Default color, didn't bother hardcoding other colors, mappers can and should easily change it.
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alpha = 200 //Mappers can also just set this to 255 if they want curtains that can't be seen through
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layer = SIGN_LAYER
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anchored = TRUE
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opacity = FALSE
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density = FALSE
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/// used in making the icon state
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var/icon_type = "bathroom"
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var/open = TRUE
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/// if it can be seen through when closed
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var/opaque_closed = FALSE
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/obj/structure/curtain/Initialize(mapload)
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// see-through curtains should let emissives shine through
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if(!opaque_closed)
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blocks_emissive = EMISSIVE_BLOCK_NONE
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return ..()
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/obj/structure/curtain/proc/toggle()
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open = !open
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if(open)
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layer = SIGN_LAYER
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set_opacity(FALSE)
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else
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layer = WALL_OBJ_LAYER
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if(opaque_closed)
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set_opacity(TRUE)
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update_appearance()
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/obj/structure/curtain/update_icon_state()
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icon_state = "[icon_type]-[open ? "open" : "closed"]"
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return ..()
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/obj/structure/curtain/attackby(obj/item/W, mob/user)
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if (istype(W, /obj/item/toy/crayon))
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color = input(user,"","Choose Color",color) as color
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else
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return ..()
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/obj/structure/curtain/wrench_act(mob/living/user, obj/item/tool)
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. = ..()
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default_unfasten_wrench(user, tool, time = 5 SECONDS)
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return TRUE
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/obj/structure/curtain/wirecutter_act(mob/living/user, obj/item/I)
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..()
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if(anchored)
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return TRUE
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user.visible_message(span_warning("[user] cuts apart [src]."),
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span_notice("You start to cut apart [src]."), span_hear("You hear cutting."))
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if(I.use_tool(src, user, 50, volume=100) && !anchored)
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to_chat(user, span_notice("You cut apart [src]."))
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deconstruct()
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return TRUE
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/obj/structure/curtain/attack_hand(mob/user, list/modifiers)
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. = ..()
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if(.)
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return
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playsound(loc, 'sound/effects/curtain.ogg', 50, TRUE)
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toggle()
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/obj/structure/curtain/atom_deconstruct(disassembled = TRUE)
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new /obj/item/stack/sheet/cloth (loc, 2)
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new /obj/item/stack/sheet/plastic (loc, 2)
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new /obj/item/stack/rods (loc, 1)
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/obj/structure/curtain/play_attack_sound(damage_amount, damage_type = BRUTE, damage_flag = 0)
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switch(damage_type)
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if(BRUTE)
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if(damage_amount)
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playsound(src.loc, 'sound/weapons/slash.ogg', 80, TRUE)
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else
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playsound(loc, 'sound/weapons/tap.ogg', 50, TRUE)
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if(BURN)
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playsound(loc, 'sound/items/welder.ogg', 80, TRUE)
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/obj/structure/curtain/bounty
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icon_type = "bounty"
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icon_state = "bounty-open"
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color = null
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alpha = 255
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opaque_closed = TRUE
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/obj/structure/curtain/bounty/start_closed
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icon_state = "bounty-closed"
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/obj/structure/curtain/bounty/start_closed/Initialize(mapload)
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. = ..()
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if(open)
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toggle()
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/obj/structure/curtain/cloth
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color = null
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alpha = 255
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opaque_closed = TRUE
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/obj/structure/curtain/cloth/atom_deconstruct(disassembled = TRUE)
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new /obj/item/stack/sheet/cloth (loc, 4)
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new /obj/item/stack/rods (loc, 1)
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/obj/structure/curtain/cloth/fancy
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icon_type = "cur_fancy"
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icon_state = "cur_fancy-open"
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/obj/structure/curtain/cloth/fancy/mechanical
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var/id = null
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/obj/structure/curtain/cloth/fancy/mechanical/Destroy()
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GLOB.curtains -= src
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return ..()
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/obj/structure/curtain/cloth/fancy/mechanical/Initialize(mapload)
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. = ..()
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GLOB.curtains += src
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/obj/structure/curtain/cloth/fancy/mechanical/connect_to_shuttle(mapload, obj/docking_port/mobile/port, obj/docking_port/stationary/dock)
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id = "[port.shuttle_id]_[id]"
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/obj/structure/curtain/cloth/fancy/mechanical/proc/open()
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icon_state = "[icon_type]-open"
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layer = SIGN_LAYER
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SET_PLANE_IMPLICIT(src, GAME_PLANE)
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set_density(FALSE)
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open = TRUE
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set_opacity(FALSE)
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/obj/structure/curtain/cloth/fancy/mechanical/proc/close()
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icon_state = "[icon_type]-closed"
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layer = WALL_OBJ_LAYER
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set_density(TRUE)
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open = FALSE
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if(opaque_closed)
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set_opacity(TRUE)
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/obj/structure/curtain/cloth/fancy/mechanical/attack_hand(mob/user, list/modifiers)
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return
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/obj/structure/curtain/cloth/fancy/mechanical/start_closed
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icon_state = "cur_fancy-closed"
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/obj/structure/curtain/cloth/fancy/mechanical/start_closed/Initialize(mapload)
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. = ..()
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close()
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