Files
Bubberstation/code/game/objects/structures/guncase.dm
Waterpig bb70889f6e TG Upstream Part 1
3591 individual conflicts

Update build.js

Update install_node.sh

Update byond.js

oh my fucking god

hat

slow

huh

holy shit

we all fall down

2 more I missed

2900 individual conflicts

2700 Individual conflicts

replaces yarn file with tg version, bumping us down to 2200-ish

Down to 2000 individual conflicts

140 down

mmm

aaaaaaaaaaaaaaaaaaa

not yt

575

soon

900 individual conflicts

600 individual conflicts, 121 file conflicts

im not okay

160 across 19 files

29 in 4 files

0 conflicts, compiletime fix time

some minor incap stuff

missed ticks

weird dupe definition stuff

missed ticks 2

incap fixes

undefs and pie fix

Radio update and some extra minor stuff

returns a single override

no more dupe definitions, 175 compiletime errors

Unticked file fix

sound and emote stuff

honk and more radio stuff
2024-10-19 08:04:33 -07:00

140 lines
3.6 KiB
Plaintext

//GUNCASES//
/obj/structure/guncase
name = "gun locker"
desc = "A locker that holds guns."
icon = 'icons/obj/storage/closet.dmi'
icon_state = "shotguncase"
anchored = FALSE
density = TRUE
opacity = FALSE
var/case_type = ""
var/gun_category = /obj/item/gun
var/open = TRUE
var/capacity = 4
/obj/structure/guncase/Initialize(mapload)
. = ..()
if(mapload)
for(var/obj/item/I in loc.contents)
if(istype(I, gun_category))
I.forceMove(src)
if(contents.len >= capacity)
break
update_appearance()
/obj/structure/guncase/update_overlays()
. = ..()
if(case_type && LAZYLEN(contents))
var/mutable_appearance/gun_overlay = mutable_appearance(icon, case_type)
for(var/i in 1 to contents.len)
gun_overlay.pixel_x = 3 * (i - 1)
. += new /mutable_appearance(gun_overlay)
. += "[icon_state]_[open ? "open" : "door"]"
/obj/structure/guncase/attackby(obj/item/I, mob/living/user, params)
if(iscyborg(user) || isalien(user))
return
if(istype(I, gun_category) && open)
if(LAZYLEN(contents) < capacity)
if(!user.transferItemToLoc(I, src))
return
to_chat(user, span_notice("You place [I] in [src]."))
update_appearance()
else
to_chat(user, span_warning("[src] is full."))
return
else if(!user.combat_mode)
open = !open
update_appearance()
else
return ..()
/obj/structure/guncase/attack_hand(mob/user, list/modifiers)
. = ..()
if(.)
return
if(iscyborg(user) || isalien(user))
return
if(contents.len && open)
show_menu(user)
else
open = !open
update_appearance()
/**
* show_menu: Shows a radial menu to a user consisting of an available weaponry for taking
*
* Arguments:
* * user The mob to which we are showing the radial menu
*/
/obj/structure/guncase/proc/show_menu(mob/user)
if(!LAZYLEN(contents))
return
var/list/display_names = list()
var/list/items = list()
for(var/i in 1 to length(contents))
var/obj/item/thing = contents[i]
display_names["[thing.name] ([i])"] = REF(thing)
var/image/item_image = image(icon = thing.icon, icon_state = thing.icon_state)
if(length(thing.overlays))
item_image.copy_overlays(thing)
items += list("[thing.name] ([i])" = item_image)
var/pick = show_radial_menu(user, src, items, custom_check = CALLBACK(src, PROC_REF(check_menu), user), radius = 36, require_near = TRUE)
if(!pick)
return
var/weapon_reference = display_names[pick]
var/obj/item/weapon = locate(weapon_reference) in contents
if(!istype(weapon))
return
if(!user.put_in_hands(weapon))
weapon.forceMove(get_turf(src))
/**
* check_menu: Checks if we are allowed to interact with a radial menu
*
* Arguments:
* * user The mob interacting with a menu
*/
/obj/structure/guncase/proc/check_menu(mob/living/carbon/human/user)
if(!open)
return FALSE
if(!istype(user))
return FALSE
if(user.incapacitated)
return FALSE
return TRUE
/obj/structure/guncase/Exited(atom/movable/gone, direction)
. = ..()
update_appearance()
/obj/structure/guncase/contents_explosion(severity, target)
switch(severity)
if(EXPLODE_DEVASTATE)
SSexplosions.high_mov_atom += contents
if(EXPLODE_HEAVY)
SSexplosions.med_mov_atom += contents
if(EXPLODE_LIGHT)
SSexplosions.low_mov_atom += contents
/obj/structure/guncase/shotgun
name = "shotgun locker"
desc = "A locker that holds shotguns."
case_type = "shotgun"
gun_category = /obj/item/gun/ballistic/shotgun
/obj/structure/guncase/ecase
name = "energy gun locker"
desc = "A locker that holds energy guns."
case_type = "egun"
gun_category = /obj/item/gun/energy/e_gun
/obj/structure/guncase/wt550
name = "WT-550 gun locker"
desc = "A locker that holds WT-550 rifles."
case_type = "wt550"