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* [ready] adds unit test for missing inhand icons. fixes a bunch of missing inhand icons * cf Co-authored-by: ShizCalev <ShizCalev@users.noreply.github.com> Co-authored-by: Tastyfish <crazychris32@gmail.com> Co-authored-by: Gandalf <9026500+Gandalf2k15@users.noreply.github.com>
32 lines
1.0 KiB
Plaintext
32 lines
1.0 KiB
Plaintext
/obj/item/pipe_painter
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name = "pipe painter"
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desc = "Used for coloring pipes, unsurprisingly."
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icon = 'icons/obj/bureaucracy.dmi'
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icon_state = "labeler1"
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inhand_icon_state = null
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item_flags = NOBLUDGEON
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var/paint_color = "grey"
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custom_materials = list(/datum/material/iron=5000, /datum/material/glass=2000)
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/obj/item/pipe_painter/afterattack(atom/A, mob/user, proximity_flag)
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. = ..()
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//Make sure we only paint adjacent items
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if(!proximity_flag)
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return
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if(!istype(A, /obj/machinery/atmospherics/pipe))
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return
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var/obj/machinery/atmospherics/pipe/P = A
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if(P.paint(GLOB.pipe_paint_colors[paint_color]))
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playsound(src, 'sound/machines/click.ogg', 50, TRUE)
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user.visible_message(span_notice("[user] paints \the [P] [paint_color]."),span_notice("You paint \the [P] [paint_color]."))
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/obj/item/pipe_painter/attack_self(mob/user)
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paint_color = tgui_input_list(user, "Which colour do you want to use?", "Pipe painter", GLOB.pipe_paint_colors)
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/obj/item/pipe_painter/examine(mob/user)
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. = ..()
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. += span_notice("It is set to [paint_color].")
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