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## About The Pull Request This refactors embedding elements to make them use singleton datums (similarly to armor) instead being bespoke and creating a new element every time armor values are supposed to be adjusted. Default values have been removed from defines due to now being declared in base class itself. Additionally fixes vending machines and tackling gloves setting generated shards (which they instantly embed into their victim) embed properties to null after running the embedding code, despite said shards having non-null embedding values by default, making them not be able to embed into anyone else, also potentially breaking the pain/jostling code if they somehow get updated. ## Why It's Good For The Game Current embedding system is an unnecessarily complicated mess as bespoke elements are hard to work with, and creating a new element every time you change values is hacky at best. This change should make it easier to read and work with. ## Changelog 🆑 fix: Fixed glass shards generated from falling vending machines or tackling windows not being able to embed into anyone. refactor: Refactored embedding code to use datums instead of bespoke elements and ugly associated lists. /🆑
50 lines
1.9 KiB
Plaintext
50 lines
1.9 KiB
Plaintext
/obj/item/tail_pin
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icon = 'icons/obj/poster.dmi'
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icon_state = "tailpin"
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name = "tail pin"
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desc = "Officially branded 'pin the tail on the corgi' style party implement. Not intended to be used on people."
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force = 0
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w_class = WEIGHT_CLASS_SMALL
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throwforce = 0
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throw_speed = 1
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custom_materials = list(/datum/material/iron= HALF_SHEET_MATERIAL_AMOUNT)
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hitsound = 'sound/weapons/bladeslice.ogg'
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attack_verb_continuous = list("pokes", "jabs", "pins the tail on")
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attack_verb_simple = list("poke", "jab")
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sharpness = SHARP_POINTY
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max_integrity = 200
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layer = CORGI_ASS_PIN_LAYER
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embed_type = /datum/embed_data/corgi_pin
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/datum/embed_data/corgi_pin
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pain_chance = 0
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jostle_pain_mult = 0
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ignore_throwspeed_threshold = TRUE
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/obj/item/poster/tail_board
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name = "party game poster"
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poster_type = /obj/structure/sign/poster/party_game
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icon_state = "rolled_poster"
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/obj/structure/sign/poster/party_game
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name = "pin the tail on the corgi"
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desc = "The rules are simple, pin the tail on the corgi, while blindfolded. Are you a bad enough dude to hit the target?"
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icon_state = "pinningposter"
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poster_item_name = "party game poster"
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poster_item_desc = "Place it on a wall to start playing pin the tail on the corgi."
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MAPPING_DIRECTIONAL_HELPERS(/obj/structure/sign/poster/party_game, 32)
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/obj/structure/sign/poster/party_game/attackby(obj/item/I, mob/user, params)
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. = ..()
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if(!istype(I,/obj/item/tail_pin))//We're using the same trick that tables use for placing objects x and y onto the click location.
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return
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if(!user.transferItemToLoc(I, drop_location(), silent = FALSE))
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return
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var/list/modifiers = params2list(params)
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if(!LAZYACCESS(modifiers, ICON_X) || !LAZYACCESS(modifiers, ICON_Y))
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return
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I.pixel_x = clamp(text2num(LAZYACCESS(modifiers, ICON_X)) - 16, -(world.icon_size/2), world.icon_size/2)
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I.pixel_y = clamp(text2num(LAZYACCESS(modifiers, ICON_Y)) - 16, -(world.icon_size/2), world.icon_size/2)
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return TRUE
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