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48 lines
1.8 KiB
Plaintext
48 lines
1.8 KiB
Plaintext
/obj/structure/closet/crate/large
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name = "large crate"
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desc = "A hefty wooden crate. You'll need a crowbar to get it open."
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icon_state = "largecrate"
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density = TRUE
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material_drop = /obj/item/stack/sheet/mineral/wood
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material_drop_amount = 4
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delivery_icon = "deliverybox"
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integrity_failure = 0 //Makes the crate break when integrity reaches 0, instead of opening and becoming an invisible sprite.
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open_sound = 'sound/machines/wooden_closet_open.ogg'
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close_sound = 'sound/machines/wooden_closet_close.ogg'
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open_sound_volume = 25
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close_sound_volume = 50
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/obj/structure/closet/crate/large/attack_hand(mob/user)
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add_fingerprint(user)
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if(manifest)
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tear_manifest(user)
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else
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to_chat(user, "<span class='warning'>You need a crowbar to pry this open!</span>")
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/obj/structure/closet/crate/large/attackby(obj/item/W, mob/user, params)
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if(W.tool_behaviour == TOOL_CROWBAR)
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if(manifest)
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tear_manifest(user)
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user.visible_message("<span class='notice'>[user] pries \the [src] open.</span>", \
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"<span class='notice'>You pry open \the [src].</span>", \
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"<span class='hear'>You hear splitting wood.</span>")
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playsound(src.loc, 'sound/weapons/slashmiss.ogg', 75, TRUE)
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var/turf/T = get_turf(src)
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for(var/i in 1 to material_drop_amount)
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new material_drop(src)
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for(var/atom/movable/AM in contents)
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AM.forceMove(T)
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qdel(src)
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else
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if(user.a_intent == INTENT_HARM) //Only return ..() if intent is harm, otherwise return 0 or just end it.
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return ..() //Stops it from opening and turning invisible when items are used on it.
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else
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to_chat(user, "<span class='warning'>You need a crowbar to pry this open!</span>")
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return FALSE //Just stop. Do nothing. Don't turn into an invisible sprite. Don't open like a locker.
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//The large crate has no non-attack interactions other than the crowbar, anyway.
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