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* Enforce preserving parent proc return values across ui_act call stacks (#53964) All ui_act procs should call parent by default. All procs should preserve the value of the parent proc when it's TRUTHY and pass it down the call stack. No UI should be interactible when its flags or state indicate it should not be, except when explicity overriden by child procs intentionally disregarding parent return values to achieve a specific goal. * Enforce preserving parent proc return values across ui_act call stacks Co-authored-by: Timberpoes <silent_insomnia_pp@hotmail.co.uk>
577 lines
20 KiB
Plaintext
577 lines
20 KiB
Plaintext
/obj/structure/displaycase
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name = "display case"
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icon = 'icons/obj/stationobjs.dmi'
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icon_state = "glassbox"
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desc = "A display case for prized possessions."
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density = TRUE
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anchored = TRUE
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resistance_flags = ACID_PROOF
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armor = list(MELEE = 30, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 10, BIO = 0, RAD = 0, FIRE = 70, ACID = 100)
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max_integrity = 200
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integrity_failure = 0.25
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var/obj/item/showpiece = null
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var/obj/item/showpiece_type = null //This allows for showpieces that can only hold items if they're the same istype as this.
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var/alert = TRUE
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var/open = FALSE
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var/openable = TRUE
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var/custom_glass_overlay = FALSE ///If we have a custom glass overlay to use.
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var/obj/item/electronics/airlock/electronics
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var/start_showpiece_type = null //add type for items on display
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var/list/start_showpieces = list() //Takes sublists in the form of list("type" = /obj/item/bikehorn, "trophy_message" = "henk")
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var/trophy_message = ""
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var/glass_fix = TRUE
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/obj/structure/displaycase/Initialize()
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. = ..()
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if(start_showpieces.len && !start_showpiece_type)
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var/list/showpiece_entry = pick(start_showpieces)
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if (showpiece_entry && showpiece_entry["type"])
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start_showpiece_type = showpiece_entry["type"]
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if (showpiece_entry["trophy_message"])
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trophy_message = showpiece_entry["trophy_message"]
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if(start_showpiece_type)
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showpiece = new start_showpiece_type (src)
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update_icon()
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/obj/structure/displaycase/vv_edit_var(vname, vval)
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. = ..()
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if(vname in list(NAMEOF(src, open), NAMEOF(src, showpiece), NAMEOF(src, custom_glass_overlay)))
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update_icon()
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/obj/structure/displaycase/handle_atom_del(atom/A)
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if(A == electronics)
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electronics = null
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if(A == showpiece)
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showpiece = null
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update_icon()
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return ..()
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/obj/structure/displaycase/Destroy()
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QDEL_NULL(electronics)
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QDEL_NULL(showpiece)
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return ..()
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/obj/structure/displaycase/examine(mob/user)
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. = ..()
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if(alert)
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. += "<span class='notice'>Hooked up with an anti-theft system.</span>"
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if(showpiece)
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. += "<span class='notice'>There's \a [showpiece] inside.</span>"
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if(trophy_message)
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. += "The plaque reads:\n [trophy_message]"
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/obj/structure/displaycase/proc/dump()
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if(QDELETED(showpiece))
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return
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showpiece.forceMove(drop_location())
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showpiece = null
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update_icon()
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/obj/structure/displaycase/play_attack_sound(damage_amount, damage_type = BRUTE, damage_flag = 0)
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switch(damage_type)
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if(BRUTE)
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playsound(src, 'sound/effects/glasshit.ogg', 75, TRUE)
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if(BURN)
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playsound(src, 'sound/items/welder.ogg', 100, TRUE)
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/obj/structure/displaycase/deconstruct(disassembled = TRUE)
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if(!(flags_1 & NODECONSTRUCT_1))
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dump()
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if(!disassembled)
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new /obj/item/shard(drop_location())
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trigger_alarm()
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qdel(src)
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/obj/structure/displaycase/obj_break(damage_flag)
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if(!broken && !(flags_1 & NODECONSTRUCT_1))
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density = FALSE
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broken = TRUE
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new /obj/item/shard(drop_location())
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playsound(src, "shatter", 70, TRUE)
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update_icon()
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trigger_alarm()
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///Anti-theft alarm triggered when broken.
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/obj/structure/displaycase/proc/trigger_alarm()
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if(!alert)
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return
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var/area/alarmed = get_area(src)
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alarmed.burglaralert(src)
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playsound(src, 'sound/effects/alert.ogg', 50, TRUE)
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/obj/structure/displaycase/update_overlays()
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. = ..()
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if(showpiece)
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var/mutable_appearance/showpiece_overlay = mutable_appearance(showpiece.icon, showpiece.icon_state)
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showpiece_overlay.copy_overlays(showpiece)
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showpiece_overlay.transform *= 0.6
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. += showpiece_overlay
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if(custom_glass_overlay)
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return
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if(broken)
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. += "[initial(icon_state)]_broken"
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else if(!open)
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. += "[initial(icon_state)]_closed"
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/obj/structure/displaycase/attackby(obj/item/W, mob/user, params)
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if(W.GetID() && !broken && openable)
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if(allowed(user))
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to_chat(user, "<span class='notice'>You [open ? "close":"open"] [src].</span>")
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toggle_lock(user)
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else
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to_chat(user, "<span class='alert'>Access denied.</span>")
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else if(W.tool_behaviour == TOOL_WELDER && user.a_intent == INTENT_HELP && !broken)
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if(obj_integrity < max_integrity)
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if(!W.tool_start_check(user, amount=5))
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return
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to_chat(user, "<span class='notice'>You begin repairing [src]...</span>")
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if(W.use_tool(src, user, 40, amount=5, volume=50))
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obj_integrity = max_integrity
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update_icon()
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to_chat(user, "<span class='notice'>You repair [src].</span>")
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else
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to_chat(user, "<span class='warning'>[src] is already in good condition!</span>")
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return
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else if(!alert && W.tool_behaviour == TOOL_CROWBAR && openable) //Only applies to the lab cage and player made display cases
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if(broken)
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if(showpiece)
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to_chat(user, "<span class='warning'>Remove the displayed object first!</span>")
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else
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to_chat(user, "<span class='notice'>You remove the destroyed case.</span>")
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qdel(src)
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else
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to_chat(user, "<span class='notice'>You start to [open ? "close":"open"] [src]...</span>")
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if(W.use_tool(src, user, 20))
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to_chat(user, "<span class='notice'>You [open ? "close":"open"] [src].</span>")
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toggle_lock(user)
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else if(open && !showpiece)
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if(showpiece_type && !istype(W, showpiece_type))
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to_chat(user, "<span class='notice'>This doesn't belong in this kind of display.</span>")
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return TRUE
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if(user.transferItemToLoc(W, src))
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showpiece = W
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to_chat(user, "<span class='notice'>You put [W] on display.</span>")
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update_icon()
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else if(glass_fix && broken && istype(W, /obj/item/stack/sheet/glass))
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var/obj/item/stack/sheet/glass/G = W
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if(G.get_amount() < 2)
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to_chat(user, "<span class='warning'>You need two glass sheets to fix the case!</span>")
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return
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to_chat(user, "<span class='notice'>You start fixing [src]...</span>")
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if(do_after(user, 20, target = src))
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G.use(2)
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broken = FALSE
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obj_integrity = max_integrity
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update_icon()
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else
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return ..()
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/obj/structure/displaycase/proc/toggle_lock(mob/user)
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open = !open
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update_icon()
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/obj/structure/displaycase/attack_paw(mob/user)
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return attack_hand(user)
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/obj/structure/displaycase/attack_hand(mob/user)
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. = ..()
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if(.)
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return
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user.changeNext_move(CLICK_CD_MELEE)
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if (showpiece && (broken || open))
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to_chat(user, "<span class='notice'>You deactivate the hover field built into the case.</span>")
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log_combat(user, src, "deactivates the hover field of")
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dump()
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add_fingerprint(user)
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return
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else
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//prevents remote "kicks" with TK
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if (!Adjacent(user))
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return
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if (user.a_intent == INTENT_HELP)
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if(!user.is_blind())
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user.examinate(src)
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return
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user.visible_message("<span class='danger'>[user] kicks the display case.</span>", null, null, COMBAT_MESSAGE_RANGE)
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log_combat(user, src, "kicks")
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user.do_attack_animation(src, ATTACK_EFFECT_KICK)
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take_damage(2)
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/obj/structure/displaycase_chassis
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anchored = TRUE
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density = FALSE
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name = "display case chassis"
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desc = "The wooden base of a display case."
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icon = 'icons/obj/stationobjs.dmi'
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icon_state = "glassbox_chassis"
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var/obj/item/electronics/airlock/electronics
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/obj/structure/displaycase_chassis/attackby(obj/item/I, mob/user, params)
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if(I.tool_behaviour == TOOL_WRENCH) //The player can only deconstruct the wooden frame
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to_chat(user, "<span class='notice'>You start disassembling [src]...</span>")
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I.play_tool_sound(src)
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if(I.use_tool(src, user, 30))
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playsound(src.loc, 'sound/items/deconstruct.ogg', 50, TRUE)
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new /obj/item/stack/sheet/mineral/wood(get_turf(src), 5)
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qdel(src)
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else if(istype(I, /obj/item/electronics/airlock))
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to_chat(user, "<span class='notice'>You start installing the electronics into [src]...</span>")
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I.play_tool_sound(src)
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if(do_after(user, 30, target = src) && user.transferItemToLoc(I,src))
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electronics = I
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to_chat(user, "<span class='notice'>You install the airlock electronics.</span>")
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else if(istype(I, /obj/item/stock_parts/card_reader))
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var/obj/item/stock_parts/card_reader/C = I
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to_chat(user, "<span class='notice'>You start adding [C] to [src]...</span>")
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if(do_after(user, 20, target = src))
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var/obj/structure/displaycase/forsale/sale = new(src.loc)
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if(electronics)
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electronics.forceMove(sale)
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sale.electronics = electronics
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if(electronics.one_access)
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sale.req_one_access = electronics.accesses
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else
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sale.req_access = electronics.accesses
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qdel(src)
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qdel(C)
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else if(istype(I, /obj/item/stack/sheet/glass))
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var/obj/item/stack/sheet/glass/G = I
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if(G.get_amount() < 10)
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to_chat(user, "<span class='warning'>You need ten glass sheets to do this!</span>")
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return
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to_chat(user, "<span class='notice'>You start adding [G] to [src]...</span>")
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if(do_after(user, 20, target = src))
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G.use(10)
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var/obj/structure/displaycase/noalert/display = new(src.loc)
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if(electronics)
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electronics.forceMove(display)
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display.electronics = electronics
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if(electronics.one_access)
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display.req_one_access = electronics.accesses
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else
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display.req_access = electronics.accesses
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qdel(src)
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else
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return ..()
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//The lab cage and captain's display case do not spawn with electronics, which is why req_access is needed.
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/obj/structure/displaycase/captain
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start_showpiece_type = /obj/item/gun/energy/laser/captain
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req_access = list(ACCESS_CENT_SPECOPS) //this was intentional, presumably to make it slightly harder for caps to grab their gun roundstart
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/obj/structure/displaycase/labcage
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name = "lab cage"
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desc = "A glass lab container for storing interesting creatures."
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start_showpiece_type = /obj/item/clothing/mask/facehugger/lamarr
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req_access = list(ACCESS_RD)
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/obj/structure/displaycase/noalert
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alert = FALSE
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/obj/structure/displaycase/trophy
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name = "trophy display case"
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desc = "Store your trophies of accomplishment in here, and they will stay forever."
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var/placer_key = ""
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var/added_roundstart = TRUE
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var/is_locked = TRUE
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integrity_failure = 0
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openable = FALSE
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/obj/structure/displaycase/trophy/Initialize()
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. = ..()
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GLOB.trophy_cases += src
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/obj/structure/displaycase/trophy/Destroy()
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GLOB.trophy_cases -= src
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return ..()
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/obj/structure/displaycase/trophy/attackby(obj/item/W, mob/user, params)
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if(!user.Adjacent(src)) //no TK museology
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return
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if(user.a_intent == INTENT_HARM)
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return ..()
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if(user.is_holding_item_of_type(/obj/item/key/displaycase))
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if(added_roundstart)
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is_locked = !is_locked
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to_chat(user, "<span class='notice'>You [!is_locked ? "un" : ""]lock the case.</span>")
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else
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to_chat(user, "<span class='warning'>The lock is stuck shut!</span>")
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return
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if(is_locked)
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to_chat(user, "<span class='warning'>The case is shut tight with an old-fashioned physical lock. Maybe you should ask the curator for the key?</span>")
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return
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if(!added_roundstart)
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to_chat(user, "<span class='warning'>You've already put something new in this case!</span>")
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return
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if(is_type_in_typecache(W, GLOB.blacklisted_cargo_types))
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to_chat(user, "<span class='warning'>The case rejects the [W]!</span>")
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return
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for(var/a in W.GetAllContents())
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if(is_type_in_typecache(a, GLOB.blacklisted_cargo_types))
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to_chat(user, "<span class='warning'>The case rejects the [W]!</span>")
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return
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if(user.transferItemToLoc(W, src))
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if(showpiece)
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to_chat(user, "<span class='notice'>You press a button, and [showpiece] descends into the floor of the case.</span>")
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QDEL_NULL(showpiece)
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to_chat(user, "<span class='notice'>You insert [W] into the case.</span>")
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showpiece = W
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added_roundstart = FALSE
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update_icon()
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placer_key = user.ckey
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trophy_message = W.desc //default value
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var/chosen_plaque = stripped_input(user, "What would you like the plaque to say? Default value is item's description.", "Trophy Plaque")
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if(chosen_plaque)
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if(user.Adjacent(src))
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trophy_message = chosen_plaque
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to_chat(user, "<span class='notice'>You set the plaque's text.</span>")
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else
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to_chat(user, "<span class='warning'>You are too far to set the plaque's text!</span>")
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SSpersistence.SaveTrophy(src)
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return TRUE
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else
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to_chat(user, "<span class='warning'>\The [W] is stuck to your hand, you can't put it in the [src.name]!</span>")
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return
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/obj/structure/displaycase/trophy/dump()
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if (showpiece)
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if(added_roundstart)
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visible_message("<span class='danger'>The [showpiece] crumbles to dust!</span>")
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new /obj/effect/decal/cleanable/ash(loc)
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QDEL_NULL(showpiece)
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else
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return ..()
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/obj/item/key/displaycase
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name = "display case key"
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desc = "The key to the curator's display cases."
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/obj/item/showpiece_dummy
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name = "Cheap replica"
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/obj/item/showpiece_dummy/Initialize(mapload, path)
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. = ..()
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var/obj/item/I = path
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name = initial(I.name)
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icon = initial(I.icon)
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icon_state = initial(I.icon_state)
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/obj/structure/displaycase/forsale
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name = "vend-a-tray"
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icon_state = "laserbox"
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custom_glass_overlay = TRUE
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desc = "A display case with an ID-card swiper. Use your ID to purchase the contents."
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density = FALSE
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max_integrity = 100
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req_access = null
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showpiece_type = /obj/item/reagent_containers/food
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alert = FALSE //No, we're not calling the fire department because someone stole your cookie.
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glass_fix = FALSE //Fixable with tools instead.
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///The price of the item being sold. Altered by grab intent ID use.
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var/sale_price = 20
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///The Account which will receive payment for purchases. Set by the first ID to swipe the tray.
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var/datum/bank_account/payments_acc = null
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///We're using the same trick as paper does in order to cache the image, and only load the UI when messed with.
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var/list/viewing_ui = list()
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/obj/structure/displaycase/forsale/update_icon_state()
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icon_state = "[initial(icon_state)][broken ? "_broken" : (open ? "_open" : (!showpiece ? "_empty" : null))]"
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/obj/structure/displaycase/forsale/update_overlays()
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. = ..()
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if(!broken && !open)
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. += "[initial(icon_state)]_overlay"
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/obj/structure/displaycase/forsale/ui_interact(mob/user, datum/tgui/ui)
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ui = SStgui.try_update_ui(user, src, ui)
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if(!ui)
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ui = new(user, src, "Vendatray", name)
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ui.set_autoupdate(FALSE)
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viewing_ui[user] = ui
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ui.open()
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/obj/structure/displaycase/forsale/ui_data(mob/user)
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var/list/data = list()
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var/register = FALSE
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if(payments_acc)
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register = TRUE
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data["owner_name"] = payments_acc.account_holder
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if(showpiece)
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data["product_name"] = capitalize(showpiece.name)
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var/base64 = icon2base64(icon(showpiece.icon, showpiece.icon_state))
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data["product_icon"] = base64
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data["registered"] = register
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data["product_cost"] = sale_price
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data["tray_open"] = open
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return data
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/obj/structure/displaycase/forsale/ui_act(action, params)
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. = ..()
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if(.)
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return
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var/obj/item/card/id/potential_acc = usr.get_idcard(hand_first = TRUE)
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switch(action)
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if("Buy")
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if(!showpiece)
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to_chat(usr, "<span class='notice'>There's nothing for sale.</span>")
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return TRUE
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if(broken)
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to_chat(usr, "<span class='notice'>[src] appears to be broken.</span>")
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return TRUE
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if(!payments_acc)
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to_chat(usr, "<span class='notice'>[src] hasn't been registered yet.</span>")
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return TRUE
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|
if(!usr.canUseTopic(src, BE_CLOSE, FALSE, NO_TK))
|
|
return TRUE
|
|
if(!potential_acc)
|
|
to_chat(usr, "<span class='notice'>No ID card detected.</span>")
|
|
return
|
|
var/datum/bank_account/account = potential_acc.registered_account
|
|
if(!account)
|
|
to_chat(usr, "<span class='notice'>[potential_acc] has no account registered!</span>")
|
|
return
|
|
if(!account.has_money(sale_price))
|
|
to_chat(usr, "<span class='notice'>You do not possess the funds to purchase this.</span>")
|
|
return TRUE
|
|
else
|
|
account.adjust_money(-sale_price)
|
|
if(payments_acc)
|
|
payments_acc.adjust_money(sale_price)
|
|
usr.put_in_hands(showpiece)
|
|
to_chat(usr, "<span class='notice'>You purchase [showpiece] for [sale_price] credits.</span>")
|
|
playsound(src, 'sound/effects/cashregister.ogg', 40, TRUE)
|
|
flick("[initial(icon_state)]_vend", src)
|
|
showpiece = null
|
|
update_icon()
|
|
SStgui.update_uis(src)
|
|
return TRUE
|
|
if("Open")
|
|
if(!payments_acc)
|
|
to_chat(usr, "<span class='notice'>[src] hasn't been registered yet.</span>")
|
|
return TRUE
|
|
if(!potential_acc || !potential_acc.registered_account)
|
|
return
|
|
if(!check_access(potential_acc))
|
|
playsound(src, 'sound/machines/buzz-sigh.ogg', 50, TRUE)
|
|
return
|
|
toggle_lock()
|
|
SStgui.update_uis(src)
|
|
if("Register")
|
|
if(payments_acc)
|
|
return
|
|
if(!potential_acc || !potential_acc.registered_account)
|
|
return
|
|
if(!check_access(potential_acc))
|
|
playsound(src, 'sound/machines/buzz-sigh.ogg', 50, TRUE)
|
|
return
|
|
payments_acc = potential_acc.registered_account
|
|
playsound(src, 'sound/machines/click.ogg', 20, TRUE)
|
|
if("Adjust")
|
|
if(!check_access(potential_acc) || potential_acc.registered_account != payments_acc)
|
|
playsound(src, 'sound/machines/buzz-sigh.ogg', 50, TRUE)
|
|
return
|
|
|
|
var/new_price_input = input(usr,"Set the sale price for this vend-a-tray.","new price",0) as num|null
|
|
if(isnull(new_price_input) || (payments_acc != potential_acc.registered_account))
|
|
to_chat(usr, "<span class='warning'>[src] rejects your new price.</span>")
|
|
return
|
|
if(!usr.canUseTopic(src, BE_CLOSE, FALSE, NO_TK) )
|
|
to_chat(usr, "<span class='warning'>You need to get closer!</span>")
|
|
return
|
|
new_price_input = clamp(round(new_price_input, 1), 10, 1000)
|
|
sale_price = new_price_input
|
|
to_chat(usr, "<span class='notice'>The cost is now set to [sale_price].</span>")
|
|
SStgui.update_uis(src)
|
|
return TRUE
|
|
. = TRUE
|
|
/obj/structure/displaycase/forsale/attackby(obj/item/I, mob/living/user, params)
|
|
if(isidcard(I))
|
|
//Card Registration
|
|
var/obj/item/card/id/potential_acc = I
|
|
if(!potential_acc.registered_account)
|
|
to_chat(user, "<span class='warning'>This ID card has no account registered!</span>")
|
|
return
|
|
if(payments_acc == potential_acc.registered_account)
|
|
playsound(src, 'sound/machines/click.ogg', 20, TRUE)
|
|
toggle_lock()
|
|
return
|
|
if(istype(I, /obj/item/pda))
|
|
return TRUE
|
|
SStgui.update_uis(src)
|
|
. = ..()
|
|
|
|
|
|
/obj/structure/displaycase/forsale/multitool_act(mob/living/user, obj/item/I)
|
|
. = ..()
|
|
if(obj_integrity <= (integrity_failure * max_integrity))
|
|
to_chat(user, "<span class='notice'>You start recalibrating [src]'s hover field...</span>")
|
|
if(do_after(user, 20, target = src))
|
|
broken = FALSE
|
|
obj_integrity = max_integrity
|
|
update_icon()
|
|
return TRUE
|
|
|
|
/obj/structure/displaycase/forsale/wrench_act(mob/living/user, obj/item/I)
|
|
. = ..()
|
|
if(open && user.a_intent == INTENT_HELP )
|
|
if(anchored)
|
|
to_chat(user, "<span class='notice'>You start unsecuring [src]...</span>")
|
|
else
|
|
to_chat(user, "<span class='notice'>You start securing [src]...</span>")
|
|
if(I.use_tool(src, user, 16, volume=50))
|
|
if(QDELETED(I))
|
|
return
|
|
if(anchored)
|
|
to_chat(user, "<span class='notice'>You unsecure [src].</span>")
|
|
else
|
|
to_chat(user, "<span class='notice'>You secure [src].</span>")
|
|
set_anchored(!anchored)
|
|
return
|
|
else if(!open && user.a_intent == INTENT_HELP)
|
|
to_chat(user, "<span class='notice'>[src] must be open to move it.</span>")
|
|
return
|
|
|
|
/obj/structure/displaycase/forsale/emag_act(mob/user)
|
|
. = ..()
|
|
payments_acc = null
|
|
req_access = list()
|
|
to_chat(user, "<span class='warning'>[src]'s card reader fizzles and smokes, and the account owner is reset.</span>")
|
|
|
|
/obj/structure/displaycase/forsale/examine(mob/user)
|
|
. = ..()
|
|
if(showpiece && !open)
|
|
. += "<span class='notice'>[showpiece] is for sale for [sale_price] credits.</span>"
|
|
if(broken)
|
|
. += "<span class='notice'>[src] is sparking and the hover field generator seems to be overloaded. Use a multitool to fix it.</span>"
|
|
|
|
/obj/structure/displaycase/forsale/obj_break(damage_flag)
|
|
if(!broken && !(flags_1 & NODECONSTRUCT_1))
|
|
broken = TRUE
|
|
playsound(src, "shatter", 70, TRUE)
|
|
update_icon()
|
|
trigger_alarm() //In case it's given an alarm anyway.
|
|
|
|
/obj/structure/displaycase/forsale/kitchen
|
|
desc = "A display case with an ID-card swiper. Use your ID to purchase the contents. Meant for the bartender and chef."
|
|
req_one_access = list(ACCESS_KITCHEN, ACCESS_BAR)
|