Files
Bubberstation/code/game/objects/items/wall_mounted.dm
SkyratBot 7cd024fa5e [MIRROR] [no gbp] dismantling an unplaced wallframe will now make a wrench sound [MDB IGNORE] (#19510)
* [no gbp] dismantling an unplaced wallframe will now make a wrench sound (#73589)

## About The Pull Request
Dismantling an unplaced wallframe will now make a wrench sound.
## Why It's Good For The Game
Using a wrench almost always makes the wrench noise. Having that noise
not play when you wrench something feels very weird.
## Changelog
🆑
soundadd: dismantling an unplaced wallframe will now make a wrench sound
/🆑

* [no gbp] dismantling an unplaced wallframe will now make a wrench sound

---------

Co-authored-by: kawoppi <94711066+kawoppi@users.noreply.github.com>
2023-02-26 19:06:39 -05:00

95 lines
3.2 KiB
Plaintext

/obj/item/wallframe
icon = 'icons/obj/wallframe.dmi'
custom_materials = list(/datum/material/iron=MINERAL_MATERIAL_AMOUNT*2)
flags_1 = CONDUCT_1
inhand_icon_state = "syringe_kit"
lefthand_file = 'icons/mob/inhands/equipment/medical_lefthand.dmi'
righthand_file = 'icons/mob/inhands/equipment/medical_righthand.dmi'
w_class = WEIGHT_CLASS_SMALL
var/result_path
var/wall_external = FALSE // For frames that are external to the wall they are placed on, like light fixtures and cameras.
var/pixel_shift //The amount of pixels
/obj/item/wallframe/proc/try_build(turf/on_wall, mob/user)
if(get_dist(on_wall,user)>1)
return
var/floor_to_wall = get_dir(user, on_wall)
if(!(floor_to_wall in GLOB.cardinals))
return
var/turf/T = get_turf(user)
var/area/A = get_area(T)
if(!isfloorturf(T))
to_chat(user, span_warning("You cannot place [src] on this spot!"))
return
if(A.always_unpowered)
to_chat(user, span_warning("You cannot place [src] in this area!"))
return
if(check_wall_item(T, floor_to_wall, wall_external))
to_chat(user, span_warning("There's already an item on this wall!"))
return
return TRUE
/obj/item/wallframe/proc/attach(turf/on_wall, mob/user)
if(result_path)
playsound(src.loc, 'sound/machines/click.ogg', 75, TRUE)
user.visible_message(span_notice("[user.name] attaches [src] to the wall."),
span_notice("You attach [src] to the wall."),
span_hear("You hear clicking."))
var/floor_to_wall = get_dir(user, on_wall)
var/obj/O = new result_path(get_turf(user), floor_to_wall, TRUE)
O.setDir(floor_to_wall)
if(pixel_shift)
switch(floor_to_wall)
if(NORTH)
O.pixel_y = pixel_shift
if(SOUTH)
O.pixel_y = -pixel_shift
if(EAST)
O.pixel_x = pixel_shift
if(WEST)
O.pixel_x = -pixel_shift
after_attach(O)
qdel(src)
/obj/item/wallframe/proc/after_attach(obj/attached_to)
transfer_fingerprints_to(attached_to)
/obj/item/wallframe/screwdriver_act(mob/living/user, obj/item/tool)
// For camera-building borgs
var/turf/T = get_step(get_turf(user), user.dir)
if(iswallturf(T))
T.attackby(src, user)
return TOOL_ACT_TOOLTYPE_SUCCESS
/obj/item/wallframe/wrench_act(mob/living/user, obj/item/tool)
var/metal_amt = round(custom_materials[GET_MATERIAL_REF(/datum/material/iron)]/MINERAL_MATERIAL_AMOUNT) //Replace this shit later
var/glass_amt = round(custom_materials[GET_MATERIAL_REF(/datum/material/glass)]/MINERAL_MATERIAL_AMOUNT) //Replace this shit later
if(!metal_amt && !glass_amt)
return FALSE
to_chat(user, span_notice("You dismantle [src]."))
tool.play_tool_sound(src)
if(metal_amt)
new /obj/item/stack/sheet/iron(get_turf(src), metal_amt)
if(glass_amt)
new /obj/item/stack/sheet/glass(get_turf(src), glass_amt)
qdel(src)
return TOOL_ACT_TOOLTYPE_SUCCESS
/obj/item/electronics
desc = "Looks like a circuit. Probably is."
icon = 'icons/obj/module.dmi'
icon_state = "door_electronics"
inhand_icon_state = "electronic"
lefthand_file = 'icons/mob/inhands/items/devices_lefthand.dmi'
righthand_file = 'icons/mob/inhands/items/devices_righthand.dmi'
flags_1 = CONDUCT_1
w_class = WEIGHT_CLASS_SMALL
custom_materials = list(/datum/material/iron=50, /datum/material/glass=50)
grind_results = list(/datum/reagent/iron = 10, /datum/reagent/silicon = 10)
custom_price = PAYCHECK_CREW * 0.5