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* Crafting/Cooking menu update * Yeeted away all of the merge conflicts, time to fix the code * Okay, now it compiles, and after testing, it seems to work just fine * Actually, early addition of an upstream fix, so those that don't have hunger can still open the cooking menu * Fixes the units tests by removing the extra comma in the Stuffed Muli Pod recipe Co-authored-by: Andrew <mt.forspam@gmail.com> Co-authored-by: GoldenAlpharex <jerego1234@hotmail.com> Co-authored-by: GoldenAlpharex <58045821+GoldenAlpharex@users.noreply.github.com>
50 lines
1.8 KiB
Plaintext
50 lines
1.8 KiB
Plaintext
/obj/item/stack/sheet
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name = "sheet"
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lefthand_file = 'icons/mob/inhands/items/sheets_lefthand.dmi'
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righthand_file = 'icons/mob/inhands/items/sheets_righthand.dmi'
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icon_state = "sheet-metal_3"
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full_w_class = WEIGHT_CLASS_NORMAL
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force = 5
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throwforce = 5
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max_amount = 50
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throw_speed = 1
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throw_range = 3
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attack_verb_continuous = list("bashes", "batters", "bludgeons", "thrashes", "smashes")
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attack_verb_simple = list("bash", "batter", "bludgeon", "thrash", "smash")
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novariants = FALSE
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material_flags = MATERIAL_EFFECTS
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var/sheettype = null //this is used for girders in the creation of walls/false walls
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var/point_value = 0 //turn-in value for the gulag stacker - loosely relative to its rarity.
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///What type of wall does this sheet spawn
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var/walltype
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/obj/item/stack/sheet/Initialize(mapload, new_amount, merge = TRUE, list/mat_override=null, mat_amt=1)
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. = ..()
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pixel_x = rand(-4, 4)
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pixel_y = rand(-4, 4)
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/**
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* Facilitates sheets being smacked on the floor
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*
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* This is used for crafting by hitting the floor with items.
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* The inital use case is glass sheets breaking in to shards when the floor is hit.
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* Args:
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* * user: The user that did the action
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* * params: paramas passed in from attackby
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*/
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/obj/item/stack/sheet/proc/on_attack_floor(mob/user, params)
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var/list/shards = list()
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for(var/datum/material/mat in custom_materials)
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if(mat.shard_type)
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var/obj/item/new_shard = new mat.shard_type(user.loc)
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new_shard.add_fingerprint(user)
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shards += "\a [new_shard.name]"
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if(!shards.len)
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return FALSE
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user.do_attack_animation(src, ATTACK_EFFECT_BOOP)
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playsound(src, SFX_SHATTER, 70, TRUE)
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use(1)
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user.visible_message(span_notice("[user] shatters the sheet of [name] on the floor, leaving [english_list(shards)]."), \
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span_notice("You shatter the sheet of [name] on the floor, leaving [english_list(shards)]."))
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return TRUE
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