Files
Bubberstation/code/game/objects/items/stacks/sheets/sheets.dm
Watermelon914 375a20e49b Refactors most spans into span procs (#59645)
Converts most spans into span procs. Mostly used regex for this and sorted out any compile time errors afterwards so there could be some bugs.
Was initially going to do defines, but ninja said to make it into a proc, and if there's any overhead, they can easily be changed to defines.

Makes it easier to control the formatting and prevents typos when creating spans as it'll runtime if you misspell instead of silently failing.
Reduces the code you need to write when writing spans, as you don't need to close the span as that's automatically handled by the proc.

(Note from Lemon: This should be converted to defines once we update the minimum version to 514. Didn't do it now because byond pain and such)
2021-06-14 13:03:53 -07:00

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/obj/item/stack/sheet
name = "sheet"
lefthand_file = 'icons/mob/inhands/misc/sheets_lefthand.dmi'
righthand_file = 'icons/mob/inhands/misc/sheets_righthand.dmi'
full_w_class = WEIGHT_CLASS_NORMAL
force = 5
throwforce = 5
max_amount = 50
throw_speed = 1
throw_range = 3
attack_verb_continuous = list("bashes", "batters", "bludgeons", "thrashes", "smashes")
attack_verb_simple = list("bash", "batter", "bludgeon", "thrash", "smash")
novariants = FALSE
var/sheettype = null //this is used for girders in the creation of walls/false walls
var/point_value = 0 //turn-in value for the gulag stacker - loosely relative to its rarity.
///What type of wall does this sheet spawn
var/walltype
/obj/item/stack/sheet/Initialize(mapload, new_amount, merge = TRUE, list/mat_override=null, mat_amt=1)
. = ..()
pixel_x = rand(-4, 4)
pixel_y = rand(-4, 4)
/**
* Facilitates sheets being smacked on the floor
*
* This is used for crafting by hitting the floor with items.
* The inital use case is glass sheets breaking in to shards when the floor is hit.
* Args:
* * user: The user that did the action
* * params: paramas passed in from attackby
*/
/obj/item/stack/sheet/proc/on_attack_floor(mob/user, params)
var/list/shards = list()
for(var/datum/material/mat in custom_materials)
if(mat.shard_type)
var/obj/item/new_shard = new mat.shard_type(user.loc)
new_shard.add_fingerprint(user)
shards += "\a [new_shard.name]"
if(!shards.len)
return FALSE
user.do_attack_animation(src, ATTACK_EFFECT_BOOP)
playsound(src, "shatter", 70, TRUE)
use(1)
user.visible_message(span_notice("[user] shatters the sheet of [name] on the floor, leaving [english_list(shards)]."), \
span_notice("You shatter the sheet of [name] on the floor, leaving [english_list(shards)]."))
return TRUE