Files
Bubberstation/code/game/objects/structures/guncase.dm
Cruix ac0bad5d61 Added priority overlay system. (#18225)
Added priority overlays to atoms, which will not be removed when overlays are cut and will always remain on top when new overlays are added. This requires everyone to use add_overlay() and cut_overlays() instead of overlays += and overlays.Cut(). These procs are found in __HELPERS/icons.dm, and the priority overlay list is found in game/atoms.dm. Everything else is replacing deprecated overlay manipulation.
2016-06-17 10:11:53 +12:00

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//GUNCASES//
/obj/structure/guncase
name = "gun locker"
desc = "A locker that holds guns."
icon = 'icons/obj/closet.dmi'
icon_state = "shotguncase"
anchored = 0
density = 1
opacity = 0
var/case_type = null
var/gun_category = /obj/item/weapon/gun
var/open = 1
var/capacity = 4
/obj/structure/guncase/New()
..()
update_icon()
/obj/structure/guncase/initialize()
..()
for(var/obj/item/I in loc.contents)
if(istype(I, gun_category))
I.loc = src
if(contents.len >= capacity)
break
update_icon()
/obj/structure/guncase/update_icon()
cut_overlays()
for(var/i = contents.len, i >= 1, i--)
add_overlay(image(icon = src.icon, icon_state = "[case_type]", pixel_x = 4 * (i -1) ))
if(open)
add_overlay("[icon_state]_open")
else
add_overlay("[icon_state]_door")
/obj/structure/guncase/attackby(obj/item/I, mob/user, params)
if(isrobot(user) || isalien(user))
return
if(istype(I, gun_category))
if(contents.len < capacity && open)
if(!user.drop_item())
return
contents += I
user << "<span class='notice'>You place [I] in [src].</span>"
update_icon()
return
else if(user.a_intent != "harm")
open = !open
update_icon()
else
return ..()
/obj/structure/guncase/attack_hand(mob/user)
if(isrobot(user) || isalien(user))
return
if(contents.len && open)
ShowWindow(user)
else
open = !open
update_icon()
/obj/structure/guncase/proc/ShowWindow(mob/user)
var/dat = {"<div class='block'>
<h3>Stored Guns</h3>
<table align='center'>"}
for(var/i = contents.len, i >= 1, i--)
var/obj/item/I = contents[i]
dat += "<tr><A href='?src=\ref[src];retrieve=\ref[I]'>[I.name]</A><br>"
dat += "</table></div>"
var/datum/browser/popup = new(user, "gunlocker", "<div align='center'>[name]</div>", 350, 300)
popup.set_content(dat)
popup.open(0)
/obj/structure/guncase/Topic(href, href_list)
if(href_list["retrieve"])
var/obj/item/O = locate(href_list["retrieve"])
if(!usr.canUseTopic(src))
return
if(ishuman(usr))
if(!usr.get_active_hand())
usr.put_in_hands(O)
else
O.loc = get_turf(src)
update_icon()
/obj/structure/guncase/shotgun
name = "shotgun locker"
desc = "A locker that holds shotguns."
case_type = "shotgun"
gun_category = /obj/item/weapon/gun/projectile/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/weapon/gun/energy/gun