mirror of
https://github.com/Bubberstation/Bubberstation.git
synced 2026-01-05 14:32:52 +00:00
145 lines
3.7 KiB
Plaintext
145 lines
3.7 KiB
Plaintext
/obj/structure/fireaxecabinet
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name = "fire axe cabinet"
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desc = "There is small label that reads \"For Emergency use only\" along with details for safe use of the axe. As if."
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var/obj/item/weapon/twohanded/fireaxe/fireaxe = new/obj/item/weapon/twohanded/fireaxe
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icon = 'icons/obj/wallmounts.dmi'
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icon_state = "fireaxe"
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anchored = 1
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density = 0
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var/locked = 1
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var/open = 0
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var/glass_hp = 60
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/obj/structure/fireaxecabinet/New()
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..()
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update_icon()
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/obj/structure/fireaxecabinet/attackby(obj/item/I, mob/user, params)
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if(isrobot(user) || istype(I,/obj/item/device/multitool))
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toggle_lock(user)
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return
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if(open || glass_hp <= 0)
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if(istype(I, /obj/item/weapon/twohanded/fireaxe) && !fireaxe)
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var/obj/item/weapon/twohanded/fireaxe/F = I
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if(F.wielded)
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user << "<span class='warning'>Unwield the [F.name] first.</span>"
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return
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if(!user.drop_item())
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return
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fireaxe = F
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src.contents += F
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user << "<span class='caution'>You place the [F.name] back in the [name].</span>"
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update_icon()
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return
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else if(glass_hp > 0)
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toggle_open()
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else if(istype(I, /obj/item/weapon))
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user.changeNext_move(CLICK_CD_MELEE)
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var/obj/item/weapon/W = I
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user.do_attack_animation(src)
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playsound(src, 'sound/effects/Glasshit.ogg', 100, 1)
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if(W.force >= 10)
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glass_hp -= W.force
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if(glass_hp <= 0)
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playsound(src, 'sound/effects/Glassbr3.ogg', 100, 1)
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update_icon()
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else
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user << "<span class='warning'>The [name]'s protective glass glances off the hit.</span>"
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/obj/structure/fireaxecabinet/ex_act(severity, target)
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switch(severity)
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if(1)
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qdel(src)
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return
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if(2)
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if(prob(50) && fireaxe)
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fireaxe.loc = src.loc
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qdel(src)
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return
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if(3)
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return
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/obj/structure/fireaxecabinet/bullet_act(obj/item/projectile/Proj)
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if((Proj.damage_type == BRUTE || Proj.damage_type == BURN))
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if(Proj.damage)
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glass_hp -= Proj.damage
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if(glass_hp <= 0)
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playsound(src, 'sound/effects/Glassbr3.ogg', 100, 1)
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update_icon()
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/obj/structure/fireaxecabinet/blob_act()
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if(fireaxe)
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fireaxe.loc = src.loc
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qdel(src)
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/obj/structure/fireaxecabinet/attack_hand(mob/user)
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if(open || glass_hp <= 0)
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if(fireaxe)
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user.put_in_hands(fireaxe)
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fireaxe = null
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user << "<span class='caution'>You take the fire axe from the [name].</span>"
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src.add_fingerprint(user)
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update_icon()
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return
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if(locked)
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user <<"<span class='warning'> The [name] won't budge!</span>"
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return
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else
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open = !open
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update_icon()
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return
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/obj/structure/fireaxecabinet/attack_paw(mob/user)
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if(ismonkey(user)) //no fire-axe wielding aliens allowed
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attack_hand(user)
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return
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/obj/structure/fireaxecabinet/attack_ai(mob/user)
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toggle_lock(user)
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return
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/obj/structure/fireaxecabinet/update_icon()
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overlays.Cut()
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if(fireaxe)
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overlays += "axe"
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if(!open)
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switch(glass_hp)
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if(-INFINITY to 0)
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overlays += "glass4"
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if(1 to 20)
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overlays += "glass3"
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if(21 to 40)
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overlays += "glass2"
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if(41 to 59)
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overlays += "glass1"
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if(60)
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overlays += "glass"
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if(locked)
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overlays += "locked"
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else
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overlays += "unlocked"
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else
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overlays += "glass_raised"
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/obj/structure/fireaxecabinet/proc/toggle_lock(mob/user)
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user << "<span class = 'caution'> Resetting circuitry...</span>"
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playsound(src, 'sound/machines/locktoggle.ogg', 50, 1)
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if(do_after(user, 20, target = src))
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user << "<span class='caution'>You [locked ? "disable" : "re-enable"] the locking modules.</span>"
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locked = !locked
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update_icon()
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/obj/structure/fireaxecabinet/verb/toggle_open()
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set name = "Open/Close"
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set category = "Object"
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set src in oview(1)
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if(locked)
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usr <<"<span class='warning'> The [name] won't budge!</span>"
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return
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else
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open = !open
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update_icon()
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return
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