Files
Bubberstation/code/game/objects/structures/dresser.dm
SkyratBot dad84df983 [MIRROR] Makes a whole bunch of wooden objects flammable [MDB IGNORE] (#20670)
* Makes a whole bunch of wooden objects flammable (#74827)

## About The Pull Request

This whole PR started because I realized that baseball bats are not
actually flammable which I found weird, then I looked at a whole bunch
of other stuff that really should be flammable but also isn't.

## Why It's Good For The Game

Makes wooden objects behave slightly more consistently? Honestly, most
of these seem like oversights to me.

## Changelog

🆑
balance: The following structures are now flammable: Picture frame,
fermenting barrel, drying rack, sandals, painting frames, paintings,
spirit board, notice board, dresser, displaycase chassis, wooden
barricade
balance: The following items are now flammable: Baseball bat, rolling
pin, mortar, coffee condiments display, sandals, wooden hatchet, gohei,
popsicle stick, rifle stock
/🆑

* Makes a whole bunch of wooden objects flammable

---------

Co-authored-by: ChungusGamer666 <82850673+ChungusGamer666@users.noreply.github.com>
2023-04-21 01:42:34 +01:00

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//THIS FILE HAS BEEN EDITED BY SKYRAT EDIT
/obj/structure/dresser//SKYRAT EDIT - ICON OVERRIDEN BY AESTHETICS - SEE MODULE
name = "dresser"
desc = "A nicely-crafted wooden dresser. It's filled with lots of undies."
icon = 'icons/obj/stationobjs.dmi'
icon_state = "dresser"
resistance_flags = FLAMMABLE
density = TRUE
anchored = TRUE
/obj/structure/dresser/attackby(obj/item/I, mob/user, params)
if(I.tool_behaviour == TOOL_WRENCH)
to_chat(user, span_notice("You begin to [anchored ? "unwrench" : "wrench"] [src]."))
if(I.use_tool(src, user, 20, volume=50))
to_chat(user, span_notice("You successfully [anchored ? "unwrench" : "wrench"] [src]."))
set_anchored(!anchored)
else
return ..()
/obj/structure/dresser/deconstruct(disassembled = TRUE)
if(!(flags_1 & NODECONSTRUCT_1))
new /obj/item/stack/sheet/mineral/wood(drop_location(), 10)
qdel(src)
/obj/structure/dresser/attack_hand(mob/user, list/modifiers)
. = ..()
if(.)
return
if(!Adjacent(user))//no tele-grooming
return
if(!ishuman(user))
return
var/mob/living/carbon/human/dressing_human = user
if(dressing_human.dna && dressing_human.dna.species && (NO_UNDERWEAR in dressing_human.dna.species.species_traits))
to_chat(user, span_warning("You are not capable of wearing underwear."))
return
var/choice = tgui_input_list(user, "Underwear, Undershirt, or Socks?", "Changing", list("Underwear", "Underwear Color", "Undershirt", "Socks", "Undershirt Color", "Socks Color")) //SKYRAT EDIT ADDITION - Colorable Undershirt/Socks
if(isnull(choice))
return
if(!Adjacent(user))
return
switch(choice)
if("Underwear")
var/new_undies = tgui_input_list(user, "Select your underwear", "Changing", GLOB.underwear_list)
if(new_undies)
dressing_human.underwear = new_undies
if("Underwear Color")
var/new_underwear_color = input(dressing_human, "Choose your underwear color", "Underwear Color", dressing_human.underwear_color) as color|null
if(new_underwear_color)
dressing_human.underwear_color = sanitize_hexcolor(new_underwear_color)
if("Undershirt")
var/new_undershirt = tgui_input_list(user, "Select your undershirt", "Changing", GLOB.undershirt_list)
if(new_undershirt)
dressing_human.undershirt = new_undershirt
if("Socks")
var/new_socks = tgui_input_list(user, "Select your socks", "Changing", GLOB.socks_list)
if(new_socks)
dressing_human.socks = new_socks
//SKYRAT EDIT ADDITION BEGIN - Colorable Undershirt/Socks
if("Undershirt Color")
var/new_undershirt_color = input(dressing_human, "Choose your undershirt color", "Undershirt Color", dressing_human.undershirt_color) as color|null
if(new_undershirt_color)
dressing_human.undershirt_color = sanitize_hexcolor(new_undershirt_color)
if("Socks Color")
var/new_socks_color = input(dressing_human, "Choose your socks color", "Socks Color", dressing_human.socks_color) as color|null
if(new_socks_color)
dressing_human.socks_color = sanitize_hexcolor(new_socks_color)
//SKYRAT EDIT ADDITION END - Colorable Undershirt/Socks
add_fingerprint(dressing_human)
dressing_human.update_body()