Files
Bubberstation/code/game/objects/structures/guncase.dm
phil235 f6db08af2e Contents_explosion() tweaks (#20934)
* When any object is hit by an explosion, we no longer always call ex_act() on all its contents indiscriminately.
The default contents_explosion() does nothing and it's overriden for certain objects only like storage items, machines with occupants, mechs.

I've also overriden handle_atom_del() for many objects so that any sudden deletion of an object referenced in an object var of its container properly nullifies such references, avoiding potential runtime and updating the container's icon_state (e.g. admin-delete a mixer's beaker and the mixer's sprite updates immediately).

I've tweaked bomb effect on worn clothes, having some armor but not 100% now still protects your clothes somewhat.

Fixes some arguments of ex_act in living/ex_act() and other mobs.

* derp and map fixes.

* dem map fixes, man.

* More work on code that use implants, simplified now that we can use the "implants" carbon var.

* some fixes

* more typos and fixes.
2016-10-16 10:01:37 +13:00

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//GUNCASES//
/obj/structure/guncase
name = "gun locker"
desc = "A locker that holds guns."
icon = 'icons/obj/closet.dmi'
icon_state = "shotguncase"
anchored = 0
density = 1
opacity = 0
var/case_type = null
var/gun_category = /obj/item/weapon/gun
var/open = 1
var/capacity = 4
/obj/structure/guncase/New()
..()
update_icon()
/obj/structure/guncase/initialize()
..()
for(var/obj/item/I in loc.contents)
if(istype(I, gun_category))
I.loc = src
if(contents.len >= capacity)
break
update_icon()
/obj/structure/guncase/update_icon()
cut_overlays()
for(var/i = contents.len, i >= 1, i--)
add_overlay(image(icon = src.icon, icon_state = "[case_type]", pixel_x = 4 * (i -1) ))
if(open)
add_overlay("[icon_state]_open")
else
add_overlay("[icon_state]_door")
/obj/structure/guncase/attackby(obj/item/I, mob/user, params)
if(iscyborg(user) || isalien(user))
return
if(istype(I, gun_category))
if(contents.len < capacity && open)
if(!user.drop_item())
return
contents += I
user << "<span class='notice'>You place [I] in [src].</span>"
update_icon()
return
else if(user.a_intent != "harm")
open = !open
update_icon()
else
return ..()
/obj/structure/guncase/attack_hand(mob/user)
if(iscyborg(user) || isalien(user))
return
if(contents.len && open)
ShowWindow(user)
else
open = !open
update_icon()
/obj/structure/guncase/proc/ShowWindow(mob/user)
var/dat = {"<div class='block'>
<h3>Stored Guns</h3>
<table align='center'>"}
for(var/i = contents.len, i >= 1, i--)
var/obj/item/I = contents[i]
dat += "<tr><A href='?src=\ref[src];retrieve=\ref[I]'>[I.name]</A><br>"
dat += "</table></div>"
var/datum/browser/popup = new(user, "gunlocker", "<div align='center'>[name]</div>", 350, 300)
popup.set_content(dat)
popup.open(0)
/obj/structure/guncase/Topic(href, href_list)
if(href_list["retrieve"])
var/obj/item/O = locate(href_list["retrieve"]) in contents
if(!O || !istype(O))
return
if(!usr.canUseTopic(src))
return
if(ishuman(usr))
if(!usr.put_in_hands(O))
O.forceMove(get_turf(src))
update_icon()
/obj/structure/guncase/handle_atom_del(atom/A)
update_icon()
/obj/structure/guncase/contents_explosion(severity, target)
for(var/atom/A in contents)
A.ex_act(severity++, target)
CHECK_TICK
/obj/structure/guncase/shotgun
name = "shotgun locker"
desc = "A locker that holds shotguns."
case_type = "shotgun"
gun_category = /obj/item/weapon/gun/projectile/shotgun
/obj/structure/guncase/ecase
name = "energy gun locker"
desc = "A locker that holds energy guns."
icon_state = "ecase"
case_type = "egun"
gun_category = /obj/item/weapon/gun/energy/gun