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Bubberstation/code/game/objects/structures/guncase.dm
AnturK 4d6a8bc537 515 Compatibility (#71161)
Makes the code compatible with 515.1594+

Few simple changes and one very painful one.
Let's start with the easy:
* puts call behind `LIBCALL` define, so call_ext is properly used in 515
* Adds `NAMEOF_STATIC(_,X)` macro for nameof in static definitions since
src is now invalid there.
* Fixes tgui and devserver. From 515 onward the tmp3333{procid} cache
directory is not appened to base path in browser controls so we don't
check for it in base js and put the dev server dummy window file in
actual directory not the byond root.
* Renames the few things that had /final/ in typepath to ultimate since
final is a new keyword

And the very painful change:
`.proc/whatever` format is no longer valid, so we're replacing it with
new nameof() function. All this wrapped in three new macros.
`PROC_REF(X)`,`TYPE_PROC_REF(TYPE,X)`,`GLOBAL_PROC_REF(X)`. Global is
not actually necessary but if we get nameof that does not allow globals
it would be nice validation.
This is pretty unwieldy but there's no real alternative.
If you notice anything weird in the commits let me know because majority
was done with regex replace.

@tgstation/commit-access Since the .proc/stuff is pretty big change.

Co-authored-by: san7890 <the@san7890.com>
Co-authored-by: Mothblocks <35135081+Mothblocks@users.noreply.github.com>
2022-11-15 03:50:11 +00:00

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//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))
update_appearance()
/**
* 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/handle_atom_del(atom/A)
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."
icon_state = "ecase"
case_type = "egun"
gun_category = /obj/item/gun/energy/e_gun