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* Remove hideous inline tab indentation, and bans it in contributing guidelines * a Co-authored-by: Mothblocks <35135081+Mothblocks@users.noreply.github.com> Co-authored-by: Gandalf2k15 <jzo123@hotmail.com>
150 lines
5.6 KiB
Plaintext
150 lines
5.6 KiB
Plaintext
/obj/vehicle/ridden/wheelchair //ported from Hippiestation (by Jujumatic)
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name = "wheelchair"
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desc = "A chair with big wheels. It looks like you can move in this on your own."
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icon = 'icons/obj/vehicles.dmi'
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icon_state = "wheelchair"
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layer = OBJ_LAYER
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max_integrity = 100
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armor = list(MELEE = 10, BULLET = 10, LASER = 10, ENERGY = 0, BOMB = 10, BIO = 0, RAD = 0, FIRE = 20, ACID = 30) //Wheelchairs aren't super tough yo
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density = FALSE //Thought I couldn't fix this one easily, phew
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/// Run speed delay is multiplied with this for vehicle move delay.
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var/delay_multiplier = 6.7
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/// This variable is used to specify which overlay icon is used for the wheelchair, ensures wheelchair can cover your legs
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var/overlay_icon = "wheelchair_overlay"
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///Determines the typepath of what the object folds into
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var/foldabletype = /obj/item/wheelchair
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/obj/vehicle/ridden/wheelchair/Initialize()
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. = ..()
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make_ridable()
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/obj/vehicle/ridden/wheelchair/ComponentInitialize() //Since it's technically a chair I want it to have chair properties
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. = ..()
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AddComponent(/datum/component/simple_rotation,ROTATION_ALTCLICK | ROTATION_CLOCKWISE, CALLBACK(src, .proc/can_user_rotate),CALLBACK(src, .proc/can_be_rotated),null)
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/obj/vehicle/ridden/wheelchair/obj_destruction(damage_flag)
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new /obj/item/stack/rods(drop_location(), 1)
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new /obj/item/stack/sheet/iron(drop_location(), 1)
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..()
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/obj/vehicle/ridden/wheelchair/Destroy()
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if(has_buckled_mobs())
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var/mob/living/carbon/H = buckled_mobs[1]
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unbuckle_mob(H)
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return ..()
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/obj/vehicle/ridden/wheelchair/Moved()
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. = ..()
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cut_overlays()
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playsound(src, 'sound/effects/roll.ogg', 75, TRUE)
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if(has_buckled_mobs())
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handle_rotation_overlayed()
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/obj/vehicle/ridden/wheelchair/post_buckle_mob(mob/living/user)
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. = ..()
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handle_rotation_overlayed()
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/obj/vehicle/ridden/wheelchair/post_unbuckle_mob()
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. = ..()
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cut_overlays()
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/obj/vehicle/ridden/wheelchair/setDir(newdir)
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..()
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handle_rotation(newdir)
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/obj/vehicle/ridden/wheelchair/wrench_act(mob/living/user, obj/item/I) //Attackby should stop it attacking the wheelchair after moving away during decon
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..()
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to_chat(user, "<span class='notice'>You begin to detach the wheels...</span>")
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if(I.use_tool(src, user, 40, volume=50))
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to_chat(user, "<span class='notice'>You detach the wheels and deconstruct the chair.</span>")
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new /obj/item/stack/rods(drop_location(), 6)
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new /obj/item/stack/sheet/iron(drop_location(), 4)
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qdel(src)
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return TRUE
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/obj/vehicle/ridden/wheelchair/proc/handle_rotation(direction)
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if(has_buckled_mobs())
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handle_rotation_overlayed()
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for(var/m in buckled_mobs)
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var/mob/living/buckled_mob = m
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buckled_mob.setDir(direction)
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/obj/vehicle/ridden/wheelchair/proc/handle_rotation_overlayed()
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cut_overlays()
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var/image/V = image(icon = icon, icon_state = overlay_icon, layer = FLY_LAYER, dir = src.dir)
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add_overlay(V)
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/obj/vehicle/ridden/wheelchair/proc/can_be_rotated(mob/living/user)
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return TRUE
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/obj/vehicle/ridden/wheelchair/proc/can_user_rotate(mob/living/user)
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var/mob/living/L = user
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if(istype(L))
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if(!user.canUseTopic(src, BE_CLOSE, NO_DEXTERITY, FALSE, !iscyborg(user)))
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return FALSE
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if(isobserver(user) && CONFIG_GET(flag/ghost_interaction))
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return TRUE
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return FALSE
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/// I assign the ridable element in this so i don't have to fuss with hand wheelchairs and motor wheelchairs having different subtypes
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/obj/vehicle/ridden/wheelchair/proc/make_ridable()
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AddElement(/datum/element/ridable, /datum/component/riding/vehicle/wheelchair/hand)
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/obj/vehicle/ridden/wheelchair/gold
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material_flags = MATERIAL_ADD_PREFIX | MATERIAL_AFFECT_STATISTICS
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desc = "Damn, he's been through a lot."
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icon_state = "gold_wheelchair"
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overlay_icon = "gold_wheelchair_overlay"
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max_integrity = 200
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armor = list(MELEE = 20, BULLET = 20, LASER = 20, ENERGY = 0, BOMB = 20, BIO = 0, RAD = 0, FIRE = 30, ACID = 40)
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custom_materials = list(/datum/material/gold = 10000)
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foldabletype = /obj/item/wheelchair/gold
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/obj/item/wheelchair
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name = "wheelchair"
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desc = "A collapsed wheelchair that can be carried around."
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icon = 'icons/obj/vehicles.dmi'
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icon_state = "wheelchair_folded"
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inhand_icon_state = "wheelchair_folded"
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lefthand_file = 'icons/mob/inhands/items_lefthand.dmi'
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righthand_file = 'icons/mob/inhands/items_righthand.dmi'
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w_class = WEIGHT_CLASS_NORMAL
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force = 8 //Force is same as a chair
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custom_materials = list(/datum/material/iron = 10000)
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var/unfolded_type = /obj/vehicle/ridden/wheelchair
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/obj/item/wheelchair/gold
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name = "gold wheelchair"
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desc = "A collapsed, shiny wheelchair that can be carried around."
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icon = 'icons/obj/vehicles.dmi'
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icon_state = "wheelchair_folded_gold"
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inhand_icon_state = "wheelchair_folded_gold"
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lefthand_file = 'icons/mob/inhands/items_lefthand.dmi'
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righthand_file = 'icons/mob/inhands/items_righthand.dmi'
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force = 10
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unfolded_type = /obj/vehicle/ridden/wheelchair/gold
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/obj/vehicle/ridden/wheelchair/MouseDrop(over_object, src_location, over_location) //Lets you collapse wheelchair
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. = ..()
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if(over_object != usr || !Adjacent(usr) || !foldabletype)
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return FALSE
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if(!ishuman(usr) || !usr.canUseTopic(src, BE_CLOSE))
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return FALSE
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if(has_buckled_mobs())
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return FALSE
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usr.visible_message("<span class='notice'>[usr] collapses [src].</span>", "<span class='notice'>You collapse [src].</span>")
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var/obj/vehicle/ridden/wheelchair/wheelchair_folded = new foldabletype(get_turf(src))
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usr.put_in_hands(wheelchair_folded)
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qdel(src)
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/obj/item/wheelchair/attack_self(mob/user) //Deploys wheelchair on in-hand use
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deploy_wheelchair(user, user.loc)
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/obj/item/wheelchair/proc/deploy_wheelchair(mob/user, atom/location)
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var/obj/vehicle/ridden/wheelchair/wheelchair_unfolded = new unfolded_type(location)
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wheelchair_unfolded.add_fingerprint(user)
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qdel(src)
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