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* Shuffles bedsheet attack actions a wee bit (#71865) ## About The Pull Request my friends been doing makeshift surgery and gets mad about having to do harm intent to start surgery and then having to turn it off to do every single other surgery step and i agree, thats silly ~~instead, now, the bedsheet attack does not check for harm and ALWAYS COVERS with left mouse button and ALWAYS PREPARES SURGERY with right mouse button~~ to be more consistent all surgery initiators now work on left mouse click and covering with your bedsheet is the right mouse button  ## Why It's Good For The Game while obviously a lot of the time makeshift surgery IS about harming someone else its inconsistent with how all other surgery tools function and also isn't very clear at all. the screentip in addition to having them be separate buttons means that bedsheets two functions are overall much clearer and its surgery drape function will no longer lead to an assistant accidentally knifing someone when theyre trying to save someones life ## Changelog 🆑 qol: added makeshift surgery screentip qol: you no longer have to go in and out of harm intent to do surgery with a bedsheet /🆑 * Shuffles bedsheet attack actions a wee bit Co-authored-by: Sol N <116288367+flowercuco@users.noreply.github.com>
714 lines
22 KiB
Plaintext
714 lines
22 KiB
Plaintext
/*
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CONTAINS:
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BEDSHEETS
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LINEN BINS
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*/
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#define BEDSHEET_ABSTRACT "abstract"
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#define BEDSHEET_SINGLE "single"
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#define BEDSHEET_DOUBLE "double"
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/obj/item/bedsheet
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name = "bedsheet"
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desc = "A surprisingly soft linen bedsheet."
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icon = 'icons/obj/bedsheets.dmi'
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lefthand_file = 'icons/mob/inhands/items/bedsheet_lefthand.dmi'
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righthand_file = 'icons/mob/inhands/items/bedsheet_righthand.dmi'
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icon_state = "sheetwhite"
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inhand_icon_state = "sheetwhite"
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slot_flags = ITEM_SLOT_NECK
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layer = BELOW_MOB_LAYER
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throwforce = 0
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throw_speed = 1
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throw_range = 2
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w_class = WEIGHT_CLASS_TINY
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resistance_flags = FLAMMABLE
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dying_key = DYE_REGISTRY_BEDSHEET
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dog_fashion = /datum/dog_fashion/head/ghost
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var/list/dream_messages = list("white")
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var/stack_amount = 3
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var/bedsheet_type = BEDSHEET_SINGLE
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var/datum/weakref/signal_sleeper //this is our goldylocks
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/obj/item/bedsheet/Initialize(mapload)
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. = ..()
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AddComponent(/datum/component/surgery_initiator)
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AddElement(/datum/element/bed_tuckable, 0, 0, 0)
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if(bedsheet_type == BEDSHEET_DOUBLE)
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stack_amount *= 2
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dying_key = DYE_REGISTRY_DOUBLE_BEDSHEET
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register_context()
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register_item_context()
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/obj/item/bedsheet/add_context(atom/source, list/context, obj/item/held_item, mob/living/user)
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if(istype(held_item) && (held_item.tool_behaviour == TOOL_WIRECUTTER || held_item.get_sharpness()))
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context[SCREENTIP_CONTEXT_LMB] = "Shred into cloth"
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context[SCREENTIP_CONTEXT_ALT_LMB] = "Rotate"
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return CONTEXTUAL_SCREENTIP_SET
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/obj/item/bedsheet/add_item_context(datum/source, list/context, mob/living/target)
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if(isliving(target) && target.body_position == LYING_DOWN)
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context[SCREENTIP_CONTEXT_RMB] = "Cover"
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return CONTEXTUAL_SCREENTIP_SET
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return NONE
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/obj/item/bedsheet/attack_secondary(mob/living/target, mob/living/user, params)
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if(!user.CanReach(target))
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return SECONDARY_ATTACK_CANCEL_ATTACK_CHAIN
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if(target.body_position != LYING_DOWN)
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return ..()
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if(!user.dropItemToGround(src))
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return ..()
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forceMove(get_turf(target))
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balloon_alert(user, "covered")
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coverup(target)
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add_fingerprint(user)
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return SECONDARY_ATTACK_CANCEL_ATTACK_CHAIN
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/obj/item/bedsheet/attack_self(mob/living/user)
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if(!user.CanReach(src)) //No telekenetic grabbing.
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return
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if(user.body_position != LYING_DOWN)
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return
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if(!user.dropItemToGround(src))
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return
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coverup(user)
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add_fingerprint(user)
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/obj/item/bedsheet/proc/coverup(mob/living/sleeper)
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layer = ABOVE_MOB_LAYER
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SET_PLANE_IMPLICIT(src, GAME_PLANE_UPPER)
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pixel_x = 0
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pixel_y = 0
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balloon_alert(sleeper, "covered")
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var/angle = sleeper.lying_prev
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dir = angle2dir(angle + 180) // 180 flips it to be the same direction as the mob
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signal_sleeper = WEAKREF(sleeper)
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RegisterSignal(src, COMSIG_ITEM_PICKUP, PROC_REF(on_pickup))
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RegisterSignal(sleeper, COMSIG_MOVABLE_MOVED, PROC_REF(smooth_sheets))
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RegisterSignal(sleeper, COMSIG_LIVING_SET_BODY_POSITION, PROC_REF(smooth_sheets))
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RegisterSignal(sleeper, COMSIG_PARENT_QDELETING, PROC_REF(smooth_sheets))
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/obj/item/bedsheet/proc/smooth_sheets(mob/living/sleeper)
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SIGNAL_HANDLER
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UnregisterSignal(src, COMSIG_ITEM_PICKUP)
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UnregisterSignal(sleeper, COMSIG_MOVABLE_MOVED)
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UnregisterSignal(sleeper, COMSIG_LIVING_SET_BODY_POSITION)
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UnregisterSignal(sleeper, COMSIG_PARENT_QDELETING)
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balloon_alert(sleeper, "smoothed sheets")
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layer = initial(layer)
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SET_PLANE_IMPLICIT(src, initial(plane))
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signal_sleeper = null
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// We need to do this in case someone picks up a bedsheet while a mob is covered up
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// otherwise the bedsheet will disappear while in our hands if the sleeper signals get activated by moving
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/obj/item/bedsheet/proc/on_pickup(datum/source, mob/grabber)
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SIGNAL_HANDLER
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var/mob/living/sleeper = signal_sleeper?.resolve()
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UnregisterSignal(src, COMSIG_ITEM_PICKUP)
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UnregisterSignal(sleeper, COMSIG_MOVABLE_MOVED)
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UnregisterSignal(sleeper, COMSIG_LIVING_SET_BODY_POSITION)
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UnregisterSignal(sleeper, COMSIG_PARENT_QDELETING)
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signal_sleeper = null
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/obj/item/bedsheet/attackby(obj/item/I, mob/user, params)
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if(I.tool_behaviour == TOOL_WIRECUTTER || I.get_sharpness())
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if (!(flags_1 & HOLOGRAM_1))
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var/obj/item/stack/sheet/cloth/shreds = new (get_turf(src), stack_amount)
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if(!QDELETED(shreds)) //stacks merged
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transfer_fingerprints_to(shreds)
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shreds.add_fingerprint(user)
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qdel(src)
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to_chat(user, span_notice("You tear [src] up."))
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else
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return ..()
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/obj/item/bedsheet/AltClick(mob/living/user)
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// double check the canUseTopic args to make sure it's correct
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if(!istype(user) || !user.canUseTopic(src, be_close = TRUE, no_dexterity = TRUE, no_tk = FALSE, need_hands = !iscyborg(user)))
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return
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dir = turn(dir, 180)
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/obj/item/bedsheet/blue
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icon_state = "sheetblue"
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inhand_icon_state = "sheetblue"
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dream_messages = list("blue")
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/obj/item/bedsheet/green
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icon_state = "sheetgreen"
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inhand_icon_state = "sheetgreen"
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dream_messages = list("green")
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/obj/item/bedsheet/grey
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icon_state = "sheetgrey"
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inhand_icon_state = "sheetgrey"
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dream_messages = list("grey")
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/obj/item/bedsheet/orange
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icon_state = "sheetorange"
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inhand_icon_state = "sheetorange"
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dream_messages = list("orange")
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/obj/item/bedsheet/purple
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icon_state = "sheetpurple"
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inhand_icon_state = "sheetpurple"
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dream_messages = list("purple")
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/obj/item/bedsheet/patriot
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name = "patriotic bedsheet"
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desc = "You've never felt more free than when sleeping on this."
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icon_state = "sheetUSA"
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inhand_icon_state = "sheetUSA"
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dream_messages = list("America", "freedom", "fireworks", "bald eagles")
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/obj/item/bedsheet/rainbow
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name = "rainbow bedsheet"
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desc = "A multicolored blanket. It's actually several different sheets cut up and sewn together."
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icon_state = "sheetrainbow"
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inhand_icon_state = "sheetrainbow"
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dream_messages = list("red", "orange", "yellow", "green", "blue", "purple", "a rainbow")
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/obj/item/bedsheet/red
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icon_state = "sheetred"
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inhand_icon_state = "sheetred"
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dream_messages = list("red")
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/obj/item/bedsheet/yellow
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icon_state = "sheetyellow"
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inhand_icon_state = "sheetyellow"
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dream_messages = list("yellow")
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/obj/item/bedsheet/mime
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name = "mime's blanket"
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desc = "A very soothing striped blanket. All the noise just seems to fade out when you're under the covers in this."
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icon_state = "sheetmime"
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inhand_icon_state = "sheetmime"
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dream_messages = list("silence", "gestures", "a pale face", "a gaping mouth", "the mime")
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/obj/item/bedsheet/clown
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name = "clown's blanket"
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desc = "A rainbow blanket with a clown mask woven in. It smells faintly of bananas."
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icon_state = "sheetclown"
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inhand_icon_state = "sheetrainbow"
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dream_messages = list("honk", "laughter", "a prank", "a joke", "a smiling face", "the clown")
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/obj/item/bedsheet/captain
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name = "captain's bedsheet"
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desc = "It has a Nanotrasen symbol on it, and was woven with a revolutionary new kind of thread guaranteed to have 0.01% permeability for most non-chemical substances, popular among most modern captains."
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icon_state = "sheetcaptain"
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inhand_icon_state = "sheetcaptain"
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dream_messages = list("authority", "a golden ID", "sunglasses", "a green disc", "an antique gun", "the captain")
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/obj/item/bedsheet/rd
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name = "research director's bedsheet"
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desc = "It appears to have a beaker emblem, and is made out of fire-resistant material, although it probably won't protect you in the event of fires you're familiar with every day."
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icon_state = "sheetrd"
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inhand_icon_state = "sheetrd"
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dream_messages = list("authority", "a silvery ID", "a bomb", "a mech", "a facehugger", "maniacal laughter", "the research director")
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// for Free Golems.
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/obj/item/bedsheet/rd/royal_cape
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name = "Royal Cape of the Liberator"
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desc = "Majestic."
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dream_messages = list("mining", "stone", "a golem", "freedom", "doing whatever")
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/obj/item/bedsheet/medical
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name = "medical blanket"
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desc = "It's a sterilized* blanket commonly used in the Medbay. *Sterilization is voided if a virologist is present onboard the station."
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icon_state = "sheetmedical"
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inhand_icon_state = "sheetmedical"
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dream_messages = list("healing", "life", "surgery", "a doctor")
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/obj/item/bedsheet/cmo
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name = "chief medical officer's bedsheet"
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desc = "It's a sterilized blanket that has a cross emblem. There's some cat fur on it, likely from Runtime."
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icon_state = "sheetcmo"
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inhand_icon_state = "sheetcmo"
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dream_messages = list("authority", "a silvery ID", "healing", "life", "surgery", "a cat", "the chief medical officer")
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/obj/item/bedsheet/hos
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name = "head of security's bedsheet"
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desc = "It is decorated with a shield emblem. While crime doesn't sleep, you do, but you are still THE LAW!"
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icon_state = "sheethos"
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inhand_icon_state = "sheethos"
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dream_messages = list("authority", "a silvery ID", "handcuffs", "a baton", "a flashbang", "sunglasses", "the head of security")
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/obj/item/bedsheet/hop
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name = "head of personnel's bedsheet"
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desc = "It is decorated with a key emblem. For those rare moments when you can rest and cuddle with Ian without someone screaming for you over the radio."
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icon_state = "sheethop"
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inhand_icon_state = "sheethop"
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dream_messages = list("authority", "a silvery ID", "obligation", "a computer", "an ID", "a corgi", "the head of personnel")
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/obj/item/bedsheet/ce
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name = "chief engineer's bedsheet"
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desc = "It is decorated with a wrench emblem. It's highly reflective and stain resistant, so you don't need to worry about ruining it with oil."
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icon_state = "sheetce"
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inhand_icon_state = "sheetce"
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dream_messages = list("authority", "a silvery ID", "the engine", "power tools", "an APC", "a parrot", "the chief engineer")
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/obj/item/bedsheet/qm
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name = "quartermaster's bedsheet"
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desc = "It is decorated with a crate emblem in silver lining. It's rather tough, and just the thing to lie on after a hard day of pushing paper."
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icon_state = "sheetqm"
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inhand_icon_state = "sheetqm"
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dream_messages = list("authority", "a silvery ID", "a shuttle", "a crate", "a sloth", "the quartermaster")
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/obj/item/bedsheet/chaplain
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name = "chaplain's blanket"
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desc = "A blanket woven with the hearts of gods themselves... Wait, that's just linen."
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icon_state = "sheetchap"
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inhand_icon_state = "sheetchap"
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dream_messages = list("a grey ID", "the gods", "a fulfilled prayer", "a cult", "the chaplain")
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/obj/item/bedsheet/brown
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icon_state = "sheetbrown"
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inhand_icon_state = "sheetbrown"
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dream_messages = list("brown")
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/obj/item/bedsheet/black
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icon_state = "sheetblack"
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inhand_icon_state = "sheetblack"
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dream_messages = list("black")
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/obj/item/bedsheet/centcom
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name = "\improper CentCom bedsheet"
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desc = "Woven with advanced nanothread for warmth as well as being very decorated, essential for all officials."
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icon_state = "sheetcentcom"
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inhand_icon_state = "sheetcentcom"
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dream_messages = list("a unique ID", "authority", "artillery", "an ending")
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/obj/item/bedsheet/syndie
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name = "syndicate bedsheet"
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desc = "It has a syndicate emblem and it has an aura of evil."
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icon_state = "sheetsyndie"
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inhand_icon_state = "sheetsyndie"
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dream_messages = list("a green disc", "a red crystal", "a glowing blade", "a wire-covered ID")
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/obj/item/bedsheet/cult
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name = "cultist's bedsheet"
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desc = "You might dream of Nar'Sie if you sleep with this. It seems rather tattered and glows of an eldritch presence."
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icon_state = "sheetcult"
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inhand_icon_state = "sheetcult"
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dream_messages = list("a tome", "a floating red crystal", "a glowing sword", "a bloody symbol", "a massive humanoid figure")
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/obj/item/bedsheet/wiz
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name = "wizard's bedsheet"
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desc = "A special fabric enchanted with magic so you can have an enchanted night. It even glows!"
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icon_state = "sheetwiz"
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inhand_icon_state = "sheetwiz"
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dream_messages = list("a book", "an explosion", "lightning", "a staff", "a skeleton", "a robe", "magic")
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/obj/item/bedsheet/nanotrasen
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name = "\improper Nanotrasen bedsheet"
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desc = "It has the Nanotrasen logo on it and has an aura of duty."
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icon_state = "sheetNT"
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inhand_icon_state = "sheetNT"
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dream_messages = list("authority", "an ending")
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/obj/item/bedsheet/ian
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icon_state = "sheetian"
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inhand_icon_state = "sheetian"
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dream_messages = list("a dog", "a corgi", "woof", "bark", "arf")
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/obj/item/bedsheet/cosmos
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name = "cosmic space bedsheet"
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desc = "Made from the dreams of those who wonder at the stars."
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icon_state = "sheetcosmos"
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inhand_icon_state = "sheetcosmos"
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dream_messages = list("the infinite cosmos", "Hans Zimmer music", "a flight through space", "the galaxy", "being fabulous", "shooting stars")
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light_power = 2
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light_range = 1.4
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/obj/item/bedsheet/random
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icon_state = "random_bedsheet"
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name = "random bedsheet"
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desc = "If you're reading this description ingame, something has gone wrong! Honk!"
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bedsheet_type = BEDSHEET_ABSTRACT
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var/static/list/bedsheet_list
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var/spawn_type = BEDSHEET_SINGLE
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/obj/item/bedsheet/random/Initialize(mapload)
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..()
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if(!LAZYACCESS(bedsheet_list, spawn_type))
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var/list/spawn_list = list()
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var/list/possible_types = typesof(/obj/item/bedsheet)
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for(var/obj/item/bedsheet/sheet as anything in possible_types)
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if(initial(sheet.bedsheet_type) == spawn_type)
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spawn_list += sheet
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LAZYSET(bedsheet_list, spawn_type, spawn_list)
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var/chosen_type = pick(bedsheet_list[spawn_type])
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new chosen_type(loc)
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return INITIALIZE_HINT_QDEL
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/obj/item/bedsheet/random/double
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icon_state = "random_bedsheet"
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spawn_type = BEDSHEET_DOUBLE
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/obj/item/bedsheet/dorms
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icon_state = "random_bedsheet"
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name = "random dorms bedsheet"
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desc = "If you're reading this description ingame, something has gone wrong! Honk!"
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bedsheet_type = BEDSHEET_DOUBLE
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slot_flags = null
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/obj/item/bedsheet/dorms/Initialize(mapload)
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..()
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var/type = pick_weight(list("Colors" = 80, "Special" = 20))
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switch(type)
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if("Colors")
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type = pick(list(/obj/item/bedsheet,
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/obj/item/bedsheet/blue,
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/obj/item/bedsheet/green,
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/obj/item/bedsheet/grey,
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/obj/item/bedsheet/orange,
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/obj/item/bedsheet/purple,
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/obj/item/bedsheet/red,
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/obj/item/bedsheet/yellow,
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/obj/item/bedsheet/brown,
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/obj/item/bedsheet/black))
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if("Special")
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type = pick(list(/obj/item/bedsheet/patriot,
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/obj/item/bedsheet/rainbow,
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/obj/item/bedsheet/ian,
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/obj/item/bedsheet/cosmos,
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/obj/item/bedsheet/nanotrasen))
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var/obj/item/bedsheet = new type(loc)
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bedsheet.dir = dir
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return INITIALIZE_HINT_QDEL
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/obj/item/bedsheet/double
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icon_state = "double_sheetwhite"
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worn_icon_state = "sheetwhite"
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bedsheet_type = BEDSHEET_DOUBLE
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/obj/item/bedsheet/blue/double
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icon_state = "double_sheetblue"
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worn_icon_state = "sheetblue"
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bedsheet_type = BEDSHEET_DOUBLE
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/obj/item/bedsheet/green/double
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icon_state = "double_sheetgreen"
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worn_icon_state = "sheetgreen"
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bedsheet_type = BEDSHEET_DOUBLE
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/obj/item/bedsheet/grey/double
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icon_state = "double_sheetgrey"
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worn_icon_state = "sheetgrey"
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bedsheet_type = BEDSHEET_DOUBLE
|
|
|
|
/obj/item/bedsheet/orange/double
|
|
icon_state = "double_sheetorange"
|
|
worn_icon_state = "sheetorange"
|
|
dying_key = DYE_REGISTRY_DOUBLE_BEDSHEET
|
|
bedsheet_type = BEDSHEET_DOUBLE
|
|
|
|
/obj/item/bedsheet/purple/double
|
|
icon_state = "double_sheetpurple"
|
|
worn_icon_state = "sheetpurple"
|
|
bedsheet_type = BEDSHEET_DOUBLE
|
|
|
|
/obj/item/bedsheet/patriot/double
|
|
icon_state = "double_sheetUSA"
|
|
worn_icon_state = "sheetUSA"
|
|
bedsheet_type = BEDSHEET_DOUBLE
|
|
|
|
/obj/item/bedsheet/rainbow/double
|
|
icon_state = "double_sheetrainbow"
|
|
worn_icon_state = "sheetrainbow"
|
|
bedsheet_type = BEDSHEET_DOUBLE
|
|
|
|
/obj/item/bedsheet/red/double
|
|
icon_state = "double_sheetred"
|
|
worn_icon_state = "sheetred"
|
|
bedsheet_type = BEDSHEET_DOUBLE
|
|
|
|
/obj/item/bedsheet/yellow/double
|
|
icon_state = "double_sheetyellow"
|
|
worn_icon_state = "sheetyellow"
|
|
dying_key = DYE_REGISTRY_DOUBLE_BEDSHEET
|
|
bedsheet_type = BEDSHEET_DOUBLE
|
|
|
|
/obj/item/bedsheet/mime/double
|
|
icon_state = "double_sheetmime"
|
|
worn_icon_state = "sheetmime"
|
|
bedsheet_type = BEDSHEET_DOUBLE
|
|
|
|
/obj/item/bedsheet/clown/double
|
|
icon_state = "double_sheetclown"
|
|
worn_icon_state = "sheetclown"
|
|
bedsheet_type = BEDSHEET_DOUBLE
|
|
|
|
/obj/item/bedsheet/captain/double
|
|
icon_state = "double_sheetcaptain"
|
|
worn_icon_state = "sheetcaptain"
|
|
bedsheet_type = BEDSHEET_DOUBLE
|
|
|
|
/obj/item/bedsheet/rd/double
|
|
icon_state = "double_sheetrd"
|
|
worn_icon_state = "sheetrd"
|
|
bedsheet_type = BEDSHEET_DOUBLE
|
|
|
|
/obj/item/bedsheet/medical/double
|
|
icon_state = "double_sheetmedical"
|
|
worn_icon_state = "sheetmedical"
|
|
bedsheet_type = BEDSHEET_DOUBLE
|
|
|
|
/obj/item/bedsheet/cmo/double
|
|
icon_state = "double_sheetcmo"
|
|
worn_icon_state = "sheetcmo"
|
|
bedsheet_type = BEDSHEET_DOUBLE
|
|
|
|
/obj/item/bedsheet/hos/double
|
|
icon_state = "double_sheethos"
|
|
worn_icon_state = "sheethos"
|
|
bedsheet_type = BEDSHEET_DOUBLE
|
|
|
|
/obj/item/bedsheet/hop/double
|
|
icon_state = "double_sheethop"
|
|
worn_icon_state = "sheethop"
|
|
bedsheet_type = BEDSHEET_DOUBLE
|
|
|
|
/obj/item/bedsheet/ce/double
|
|
icon_state = "double_sheetce"
|
|
worn_icon_state = "sheetce"
|
|
bedsheet_type = BEDSHEET_DOUBLE
|
|
|
|
/obj/item/bedsheet/qm/double
|
|
icon_state = "double_sheetqm"
|
|
worn_icon_state = "sheetqm"
|
|
bedsheet_type = BEDSHEET_DOUBLE
|
|
|
|
/obj/item/bedsheet/chaplain/double
|
|
icon_state = "double_sheetchap"
|
|
worn_icon_state = "sheetchap"
|
|
bedsheet_type = BEDSHEET_DOUBLE
|
|
|
|
/obj/item/bedsheet/brown/double
|
|
icon_state = "double_sheetbrown"
|
|
worn_icon_state = "sheetbrown"
|
|
bedsheet_type = BEDSHEET_DOUBLE
|
|
|
|
/obj/item/bedsheet/black/double
|
|
icon_state = "double_sheetblack"
|
|
worn_icon_state = "sheetblack"
|
|
bedsheet_type = BEDSHEET_DOUBLE
|
|
|
|
/obj/item/bedsheet/centcom/double
|
|
icon_state = "double_sheetcentcom"
|
|
worn_icon_state = "sheetcentcom"
|
|
bedsheet_type = BEDSHEET_DOUBLE
|
|
|
|
/obj/item/bedsheet/syndie/double
|
|
icon_state = "double_sheetsyndie"
|
|
worn_icon_state = "sheetsyndie"
|
|
bedsheet_type = BEDSHEET_DOUBLE
|
|
|
|
/obj/item/bedsheet/cult/double
|
|
icon_state = "double_sheetcult"
|
|
worn_icon_state = "sheetcult"
|
|
bedsheet_type = BEDSHEET_DOUBLE
|
|
|
|
/obj/item/bedsheet/wiz/double
|
|
icon_state = "double_sheetwiz"
|
|
worn_icon_state = "sheetwiz"
|
|
bedsheet_type = BEDSHEET_DOUBLE
|
|
|
|
/obj/item/bedsheet/nanotrasen/double
|
|
icon_state = "double_sheetNT"
|
|
worn_icon_state = "sheetNT"
|
|
bedsheet_type = BEDSHEET_DOUBLE
|
|
|
|
/obj/item/bedsheet/ian/double
|
|
icon_state = "double_sheetian"
|
|
worn_icon_state = "sheetian"
|
|
bedsheet_type = BEDSHEET_DOUBLE
|
|
|
|
/obj/item/bedsheet/cosmos/double
|
|
icon_state = "double_sheetcosmos"
|
|
worn_icon_state = "sheetcosmos"
|
|
bedsheet_type = BEDSHEET_DOUBLE
|
|
|
|
/obj/item/bedsheet/dorms_double
|
|
icon_state = "random_bedsheet"
|
|
bedsheet_type = BEDSHEET_ABSTRACT
|
|
|
|
/obj/item/bedsheet/dorms_double/Initialize(mapload)
|
|
..()
|
|
var/type = pick_weight(list("Colors" = 80, "Special" = 20))
|
|
switch(type)
|
|
if("Colors")
|
|
type = pick(list(
|
|
/obj/item/bedsheet/double,
|
|
/obj/item/bedsheet/blue/double,
|
|
/obj/item/bedsheet/green/double,
|
|
/obj/item/bedsheet/grey/double,
|
|
/obj/item/bedsheet/orange/double,
|
|
/obj/item/bedsheet/purple/double,
|
|
/obj/item/bedsheet/red/double,
|
|
/obj/item/bedsheet/yellow/double,
|
|
/obj/item/bedsheet/brown/double,
|
|
/obj/item/bedsheet/black/double,
|
|
))
|
|
if("Special")
|
|
type = pick(list(
|
|
/obj/item/bedsheet/patriot/double,
|
|
/obj/item/bedsheet/rainbow/double,
|
|
/obj/item/bedsheet/ian/double,
|
|
/obj/item/bedsheet/cosmos/double,
|
|
/obj/item/bedsheet/nanotrasen/double,
|
|
))
|
|
var/obj/item/bedsheet = new type(loc)
|
|
bedsheet.dir = dir
|
|
return INITIALIZE_HINT_QDEL
|
|
|
|
/obj/structure/bedsheetbin
|
|
name = "linen bin"
|
|
desc = "It looks rather cosy."
|
|
icon = 'icons/obj/structures.dmi'
|
|
icon_state = "linenbin-full"
|
|
anchored = TRUE
|
|
resistance_flags = FLAMMABLE
|
|
max_integrity = 70
|
|
var/amount = 10
|
|
var/list/sheets = list()
|
|
var/obj/item/hidden = null
|
|
|
|
/obj/structure/bedsheetbin/empty
|
|
amount = 0
|
|
icon_state = "linenbin-empty"
|
|
anchored = FALSE
|
|
|
|
|
|
/obj/structure/bedsheetbin/examine(mob/user)
|
|
. = ..()
|
|
if(amount < 1)
|
|
. += "There are no bed sheets in the bin."
|
|
else if(amount == 1)
|
|
. += "There is one bed sheet in the bin."
|
|
else
|
|
. += "There are [amount] bed sheets in the bin."
|
|
|
|
|
|
/obj/structure/bedsheetbin/update_icon_state()
|
|
switch(amount)
|
|
if(0)
|
|
icon_state = "linenbin-empty"
|
|
if(1 to 5)
|
|
icon_state = "linenbin-half"
|
|
else
|
|
icon_state = "linenbin-full"
|
|
return ..()
|
|
|
|
/obj/structure/bedsheetbin/fire_act(exposed_temperature, exposed_volume)
|
|
if(amount)
|
|
amount = 0
|
|
update_appearance()
|
|
..()
|
|
|
|
/obj/structure/bedsheetbin/screwdriver_act(mob/living/user, obj/item/tool)
|
|
if(flags_1 & NODECONSTRUCT_1)
|
|
return FALSE
|
|
if(amount)
|
|
to_chat(user, span_warning("The [src] must be empty first!"))
|
|
return TOOL_ACT_TOOLTYPE_SUCCESS
|
|
if(tool.use_tool(src, user, 0.5 SECONDS, volume=50))
|
|
to_chat(user, span_notice("You disassemble the [src]."))
|
|
new /obj/item/stack/rods(loc, 2)
|
|
qdel(src)
|
|
return TOOL_ACT_TOOLTYPE_SUCCESS
|
|
|
|
/obj/structure/bedsheetbin/wrench_act(mob/living/user, obj/item/tool)
|
|
. = ..()
|
|
default_unfasten_wrench(user, tool, time = 0.5 SECONDS)
|
|
return TOOL_ACT_TOOLTYPE_SUCCESS
|
|
|
|
/obj/structure/bedsheetbin/attackby(obj/item/I, mob/user, params)
|
|
if(istype(I, /obj/item/bedsheet))
|
|
if(!user.transferItemToLoc(I, src))
|
|
return
|
|
sheets.Add(I)
|
|
amount++
|
|
to_chat(user, span_notice("You put [I] in [src]."))
|
|
update_appearance()
|
|
|
|
else if(amount && !hidden && I.w_class < WEIGHT_CLASS_BULKY) //make sure there's sheets to hide it among, make sure nothing else is hidden in there.
|
|
if(!user.transferItemToLoc(I, src))
|
|
to_chat(user, span_warning("\The [I] is stuck to your hand, you cannot hide it among the sheets!"))
|
|
return
|
|
hidden = I
|
|
to_chat(user, span_notice("You hide [I] among the sheets."))
|
|
|
|
|
|
/obj/structure/bedsheetbin/attack_paw(mob/user, list/modifiers)
|
|
return attack_hand(user, modifiers)
|
|
|
|
/obj/structure/bedsheetbin/attack_hand(mob/user, list/modifiers)
|
|
. = ..()
|
|
if(.)
|
|
return
|
|
if(isliving(user))
|
|
var/mob/living/L = user
|
|
if(!(L.mobility_flags & MOBILITY_PICKUP))
|
|
return
|
|
if(amount >= 1)
|
|
amount--
|
|
|
|
var/obj/item/bedsheet/B
|
|
if(sheets.len > 0)
|
|
B = sheets[sheets.len]
|
|
sheets.Remove(B)
|
|
|
|
else
|
|
B = new /obj/item/bedsheet(loc)
|
|
|
|
B.forceMove(drop_location())
|
|
user.put_in_hands(B)
|
|
to_chat(user, span_notice("You take [B] out of [src]."))
|
|
update_appearance()
|
|
|
|
if(hidden)
|
|
hidden.forceMove(drop_location())
|
|
to_chat(user, span_notice("[hidden] falls out of [B]!"))
|
|
hidden = null
|
|
|
|
add_fingerprint(user)
|
|
|
|
|
|
/obj/structure/bedsheetbin/attack_tk(mob/user)
|
|
if(amount >= 1)
|
|
amount--
|
|
|
|
var/obj/item/bedsheet/B
|
|
if(sheets.len > 0)
|
|
B = sheets[sheets.len]
|
|
sheets.Remove(B)
|
|
|
|
else
|
|
B = new /obj/item/bedsheet(loc)
|
|
|
|
B.forceMove(drop_location())
|
|
to_chat(user, span_notice("You telekinetically remove [B] from [src]."))
|
|
update_appearance()
|
|
|
|
if(hidden)
|
|
hidden.forceMove(drop_location())
|
|
hidden = null
|
|
|
|
add_fingerprint(user)
|
|
return COMPONENT_CANCEL_ATTACK_CHAIN
|
|
|
|
#undef BEDSHEET_ABSTRACT
|
|
#undef BEDSHEET_SINGLE
|
|
#undef BEDSHEET_DOUBLE
|