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