mirror of
https://github.com/CHOMPStation2/CHOMPStation2.git
synced 2025-12-10 18:22:39 +00:00
Fixes fireaxe cabinets
This commit is contained in:
@@ -1216,7 +1216,7 @@ var/list/WALLITEMS = list(
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/obj/machinery/newscaster, /obj/machinery/firealarm, /obj/structure/noticeboard, /obj/machinery/button/remote,
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/obj/machinery/computer/security/telescreen, /obj/machinery/embedded_controller/radio,
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/obj/item/weapon/storage/secure/safe, /obj/machinery/door_timer, /obj/machinery/flasher, /obj/machinery/keycard_auth,
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/obj/structure/mirror, /obj/structure/closet/fireaxecabinet, /obj/machinery/computer/security/telescreen/entertainment
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/obj/structure/mirror, /obj/structure/fireaxecabinet, /obj/machinery/computer/security/telescreen/entertainment
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)
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/proc/gotwallitem(loc, dir)
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for(var/obj/O in loc)
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@@ -145,4 +145,4 @@
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icon = 'icons/obj/closet.dmi'
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icon_state = "fireaxe0101"
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refund_amt = 4
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build_machine_type = /obj/structure/closet/fireaxecabinet
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build_machine_type = /obj/structure/fireaxecabinet
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@@ -64,7 +64,6 @@
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/obj/structure/closet/cabinet,
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/obj/structure/closet/crate,
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/obj/structure/closet/coffin,
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/obj/structure/closet/fireaxecabinet,
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/obj/structure/closet/hydrant,
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/obj/structure/closet/medical_wall,
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/obj/structure/closet/statue,
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@@ -1,214 +0,0 @@
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//I still dont think this should be a closet but whatever
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/obj/structure/closet/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/material/twohanded/fireaxe/fireaxe
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icon_state = "fireaxe1000"
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icon_closed = "fireaxe1000"
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icon_opened = "fireaxe1100"
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anchored = 1
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density = 0
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var/localopened = 0 //Setting this to keep it from behaviouring like a normal closet and obstructing movement in the map. -Agouri
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opened = 1
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var/hitstaken = 0
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var/locked = 1
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var/smashed = 0
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starts_with = list(/obj/item/weapon/material/twohanded/fireaxe)
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/obj/structure/closet/fireaxecabinet/Initialize()
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..()
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fireaxe = locate() in contents
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/obj/structure/closet/fireaxecabinet/attackby(var/obj/item/O as obj, var/mob/user as mob) //Marker -Agouri
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//..() //That's very useful, Erro
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// This could stand to be put further in, made better, etc. but fuck you. Fuck whoever
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// wrote this code. Fuck everything about this object. I hope you step on a Lego.
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user.setClickCooldown(10)
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// Seriously why the fuck is this even a closet aghasjdhasd I hate you
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var/hasaxe = 0 //gonna come in handy later~ // FUCK YOUR TILDES.
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if(fireaxe)
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hasaxe = 1
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if (isrobot(usr) || src.locked)
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if(istype(O, /obj/item/device/multitool))
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user << "<span class='warning'>Resetting circuitry...</span>"
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playsound(user, 'sound/machines/lockreset.ogg', 50, 1)
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if(do_after(user, 20 * O.toolspeed))
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src.locked = 0
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to_chat(user, "<span class = 'caution'> You disable the locking modules.</span>")
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update_icon()
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return
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else if(istype(O, /obj/item/weapon))
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var/obj/item/weapon/W = O
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if(src.smashed || src.localopened)
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if(localopened)
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localopened = 0
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icon_state = text("fireaxe[][][][]closing",hasaxe,src.localopened,src.hitstaken,src.smashed)
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spawn(10) update_icon()
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return
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else
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playsound(user, 'sound/effects/Glasshit.ogg', 100, 1) //We don't want this playing every time
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if(W.force < 15)
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to_chat(user, "<span class='notice'>The cabinet's protective glass glances off the hit.</span>")
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else
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src.hitstaken++
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if(src.hitstaken == 4)
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playsound(user, 'sound/effects/Glassbr3.ogg', 100, 1) //Break cabinet, receive goodies. Cabinet's fucked for life after that.
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src.smashed = 1
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src.locked = 0
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src.localopened = 1
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update_icon()
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return
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if (istype(O, /obj/item/weapon/material/twohanded/fireaxe) && src.localopened)
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if(!fireaxe)
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if(O:wielded)
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O:wielded = 0
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O.update_icon()
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//to_chat(user, "<span class='warning'>Unwield the axe first.</span>")
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//return
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fireaxe = O
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user.remove_from_mob(O)
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src.contents += O
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to_chat(user, "<span class='notice'>You place the fire axe back in the [src.name].</span>")
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update_icon()
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else
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if(src.smashed)
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return
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else
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localopened = !localopened
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if(localopened)
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icon_state = text("fireaxe[][][][]opening",hasaxe,src.localopened,src.hitstaken,src.smashed)
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spawn(10) update_icon()
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else
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icon_state = text("fireaxe[][][][]closing",hasaxe,src.localopened,src.hitstaken,src.smashed)
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spawn(10) update_icon()
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else
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if(src.smashed)
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return
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if(istype(O, /obj/item/device/multitool))
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if(localopened)
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localopened = 0
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icon_state = text("fireaxe[][][][]closing",hasaxe,src.localopened,src.hitstaken,src.smashed)
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spawn(10) update_icon()
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return
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else
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to_chat(user, "<span class='warning'>Resetting circuitry...</span>")
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playsound(user, 'sound/machines/lockenable.ogg', 50, 1)
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if(do_after(user,20 * O.toolspeed))
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src.locked = 1
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to_chat(user, "<span class = 'caution'> You re-enable the locking modules.</span>")
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return
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else
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localopened = !localopened
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if(localopened)
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icon_state = text("fireaxe[][][][]opening",hasaxe,src.localopened,src.hitstaken,src.smashed)
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spawn(10) update_icon()
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else
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icon_state = text("fireaxe[][][][]closing",hasaxe,src.localopened,src.hitstaken,src.smashed)
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spawn(10) update_icon()
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/obj/structure/closet/fireaxecabinet/attack_hand(mob/user as mob)
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var/hasaxe = 0
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if(fireaxe)
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hasaxe = 1
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if(src.locked)
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to_chat(user, "<span class='warning'>The cabinet won't budge!</span>")
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return
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if(localopened)
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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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to_chat (user, "<span class='notice'>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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else
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if(src.smashed)
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return
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else
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localopened = !localopened
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if(localopened)
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src.icon_state = text("fireaxe[][][][]opening",hasaxe,src.localopened,src.hitstaken,src.smashed)
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spawn(10) update_icon()
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else
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src.icon_state = text("fireaxe[][][][]closing",hasaxe,src.localopened,src.hitstaken,src.smashed)
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spawn(10) update_icon()
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else
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localopened = !localopened //I'm pretty sure we don't need an if(src.smashed) in here. In case I'm wrong and it fucks up teh cabinet, **MARKER**. -Agouri
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if(localopened)
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src.icon_state = text("fireaxe[][][][]opening",hasaxe,src.localopened,src.hitstaken,src.smashed)
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spawn(10) update_icon()
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else
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src.icon_state = text("fireaxe[][][][]closing",hasaxe,src.localopened,src.hitstaken,src.smashed)
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spawn(10) update_icon()
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/obj/structure/closet/fireaxecabinet/attack_tk(mob/user as mob)
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if(localopened && fireaxe)
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fireaxe.forceMove(loc)
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to_chat(user, "<span class='notice'>You telekinetically remove the fire axe.</span>")
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fireaxe = null
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update_icon()
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return
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attack_hand(user)
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/obj/structure/closet/fireaxecabinet/verb/toggle_openness() //nice name, huh? HUH?! -Erro //YEAH -Agouri
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set name = "Open/Close"
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set category = "Object"
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if (isrobot(usr) || src.locked || src.smashed)
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if(src.locked)
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to_chat(usr, "<span class='warning'>The cabinet won't budge!</span>")
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else if(src.smashed)
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to_chat(usr, "<span class='notice'>The protective glass is broken!</span>")
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return
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localopened = !localopened
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update_icon()
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/obj/structure/closet/fireaxecabinet/verb/remove_fire_axe()
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set name = "Remove Fire Axe"
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set category = "Object"
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if (isrobot(usr))
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return
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if (localopened)
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if(fireaxe)
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usr.put_in_hands(fireaxe)
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fireaxe = null
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to_chat(usr, "<span class='notice'>You take the Fire axe from the [name].</span>")
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else
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to_chat(usr, "<span class='notice'>The [src.name] is empty.</span>")
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else
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to_chat(usr, "<span class='notice'>The [src.name] is closed.</span>")
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update_icon()
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/obj/structure/closet/fireaxecabinet/attack_ai(mob/user as mob)
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if(src.smashed)
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to_chat(user, "<span class='warning'>The security of the cabinet is compromised.</span>")
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return
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else
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locked = !locked
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if(locked)
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to_chat(user, "<span class='warning'>Cabinet locked.</span>")
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else
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to_chat(user, "<span class='notice'>Cabinet unlocked.</span>")
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return
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/obj/structure/closet/fireaxecabinet/update_icon() //Template: fireaxe[has fireaxe][is opened][hits taken][is smashed]. If you want the opening or closing animations, add "opening" or "closing" right after the numbers
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var/hasaxe = 0
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if(fireaxe)
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hasaxe = 1
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icon_state = text("fireaxe[][][][]",hasaxe,src.localopened,src.hitstaken,src.smashed)
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/obj/structure/closet/fireaxecabinet/open()
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return
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/obj/structure/closet/fireaxecabinet/close()
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return
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185
code/game/objects/structures/fireaxe.dm
Normal file
185
code/game/objects/structures/fireaxe.dm
Normal file
@@ -0,0 +1,185 @@
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//I still dont think this should be a closet but whatever
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/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/material/twohanded/fireaxe/fireaxe
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icon = 'icons/obj/closet.dmi' //Not bothering to move icons out for now. But its dumb still.
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icon_state = "fireaxe1000"
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anchored = 1
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density = 0
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var/open = 0
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var/hitstaken = 0
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var/locked = 1
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var/smashed = 0
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/obj/structure/fireaxecabinet/Initialize()
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..()
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fireaxe = new /obj/item/weapon/material/twohanded/fireaxe()
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/obj/structure/fireaxecabinet/attackby(var/obj/item/O as obj, var/mob/user as mob) //Marker -Agouri
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//..() //That's very useful, Erro
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// This could stand to be put further in, made better, etc. but fuck you. Fuck whoever
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// wrote this code. Fuck everything about this object. I hope you step on a Lego.
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user.setClickCooldown(10)
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// Seriously why the fuck is this even a closet aghasjdhasd I hate you
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//var/hasaxe = 0 //gonna come in handy later~ // FUCK YOUR TILDES.
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//if(fireaxe)
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// hasaxe = 1
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if (isrobot(user) || locked)
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if(istype(O, /obj/item/device/multitool))
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to_chat(user, "<span class='warning'>Resetting circuitry...</span>")
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playsound(user, 'sound/machines/lockreset.ogg', 50, 1)
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if(do_after(user, 20 * O.toolspeed))
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locked = 0
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to_chat(user, "<span class = 'caution'> You disable the locking modules.</span>")
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update_icon()
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return
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else if(istype(O, /obj/item/weapon))
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var/obj/item/weapon/W = O
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if(smashed || open)
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if(open)
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toggle_close_open()
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return
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else
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playsound(user, 'sound/effects/Glasshit.ogg', 100, 1) //We don't want this playing every time
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if(W.force < 15)
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to_chat(user, "<span class='notice'>The cabinet's protective glass glances off the hit.</span>")
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else
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hitstaken++
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if(hitstaken == 4)
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playsound(user, 'sound/effects/Glassbr3.ogg', 100, 1) //Break cabinet, receive goodies. Cabinet's fucked for life after that.
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smashed = 1
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locked = 0
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open= 1
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update_icon()
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return
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if (istype(O, /obj/item/weapon/material/twohanded/fireaxe) && open)
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if(!fireaxe)
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if(O:wielded)
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O:wielded = 0
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O.update_icon()
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fireaxe = O
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user.remove_from_mob(O)
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contents += O
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to_chat(user, "<span class='notice'>You place the fire axe back in the [name].</span>")
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update_icon()
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else
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if(smashed)
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return
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else
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toggle_close_open()
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else
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if(smashed)
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return
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if(istype(O, /obj/item/device/multitool))
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if(open)
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open = 0
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update_icon()
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flick("[icon_state]closing", src)
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return
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else
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to_chat(user, "<span class='warning'>Resetting circuitry...</span>")
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playsound(user, 'sound/machines/lockenable.ogg', 50, 1)
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if(do_after(user,20 * O.toolspeed))
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locked = 1
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to_chat(user, "<span class = 'caution'> You re-enable the locking modules.</span>")
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return
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else
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toggle_close_open()
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/obj/structure/fireaxecabinet/attack_hand(mob/user as mob)
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//var/hasaxe = 0 //Fuck this. Fuck everything about this. Who wrote this. Why.
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//if(fireaxe)
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// hasaxe = 1
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if(locked)
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to_chat(user, "<span class='warning'>The cabinet won't budge!</span>")
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return
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if(open)
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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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to_chat (user, "<span class='notice'>You take the fire axe from the [name].</span>")
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add_fingerprint(user)
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update_icon()
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else
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if(smashed)
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return
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else
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toggle_close_open()
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else
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toggle_close_open()
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/obj/structure/fireaxecabinet/attack_tk(mob/user as mob)
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if(open && fireaxe)
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fireaxe.forceMove(loc)
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to_chat(user, "<span class='notice'>You telekinetically remove the fire axe.</span>")
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fireaxe = null
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update_icon()
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return
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attack_hand(user)
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/obj/structure/fireaxecabinet/proc/toggle_close_open()
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open = !open
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if(open)
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update_icon()
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flick("[icon_state]opening", src)
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else
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update_icon()
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flick("[icon_state]closing", src)
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/obj/structure/fireaxecabinet/verb/toggle_openness() //nice name, huh? HUH?! -Erro //YEAH -Agouri
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set name = "Open/Close"
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set category = "Object"
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if (isrobot(usr) || locked || smashed)
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if(locked)
|
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to_chat(usr, "<span class='warning'>The cabinet won't budge!</span>")
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else if(smashed)
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to_chat(usr, "<span class='notice'>The protective glass is broken!</span>")
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return
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toggle_close_open()
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update_icon()
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/obj/structure/fireaxecabinet/verb/remove_fire_axe()
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set name = "Remove Fire Axe"
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set category = "Object"
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if (isrobot(usr))
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return
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if (open)
|
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if(fireaxe)
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usr.put_in_hands(fireaxe)
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fireaxe = null
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to_chat(usr, "<span class='notice'>You take the Fire axe from the [name].</span>")
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else
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to_chat(usr, "<span class='notice'>The [name] is empty.</span>")
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else
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to_chat(usr, "<span class='notice'>The [name] is closed.</span>")
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update_icon()
|
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/obj/structure/fireaxecabinet/attack_ai(mob/user as mob)
|
||||
if(smashed)
|
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to_chat(user, "<span class='warning'>The security of the cabinet is compromised.</span>")
|
||||
return
|
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else
|
||||
locked = !locked
|
||||
if(locked)
|
||||
to_chat(user, "<span class='warning'>Cabinet locked.</span>")
|
||||
else
|
||||
to_chat(user, "<span class='notice'>Cabinet unlocked.</span>")
|
||||
return
|
||||
|
||||
/obj/structure/fireaxecabinet/update_icon() //Template: fireaxe[has fireaxe][is opened][hits taken][is smashed]. If you want the opening or closing animations, add "opening" or "closing" right after the numbers
|
||||
var/hasaxe = 0
|
||||
if(fireaxe)
|
||||
hasaxe = 1
|
||||
icon_state = text("fireaxe[][][][]",hasaxe,open,hitstaken,smashed)
|
||||
@@ -4831,7 +4831,7 @@
|
||||
"bOU" = (/obj/effect/floor_decal/corner/pink{dir = 6},/obj/machinery/atmospherics/pipe/manifold/hidden/supply{dir = 4},/obj/machinery/atmospherics/pipe/manifold/hidden/scrubbers{dir = 4},/turf/simulated/floor/tiled/white,/area/medical/medbay_emt_bay)
|
||||
"bOV" = (/obj/effect/floor_decal/industrial/warning{dir = 10},/turf/simulated/floor/tiled/steel,/area/medical/medbay_emt_bay)
|
||||
"bOW" = (/obj/effect/floor_decal/industrial/warning,/turf/simulated/floor/tiled/steel,/area/medical/medbay_emt_bay)
|
||||
"bOX" = (/obj/effect/floor_decal/industrial/warning{dir = 6},/obj/structure/closet/fireaxecabinet{pixel_x = 32; pixel_y = 0},/turf/simulated/floor/tiled/steel,/area/medical/medbay_emt_bay)
|
||||
"bOX" = (/obj/effect/floor_decal/industrial/warning{dir = 6},/obj/structure/fireaxecabinet{pixel_x = 32; pixel_y = 0},/turf/simulated/floor/tiled/steel,/area/medical/medbay_emt_bay)
|
||||
"bOY" = (/obj/structure/bed/psych,/turf/simulated/floor/carpet/blue,/area/medical/psych)
|
||||
"bOZ" = (/turf/simulated/floor/carpet/blue,/area/medical/psych)
|
||||
"bPa" = (/obj/structure/table/woodentable,/obj/item/device/flashlight/lamp/green,/turf/simulated/floor/carpet/blue,/area/medical/psych)
|
||||
@@ -5591,7 +5591,7 @@
|
||||
"cdA" = (/obj/effect/floor_decal/corner/blue{dir = 1},/obj/machinery/firealarm{dir = 2; pixel_y = 24},/obj/machinery/camera/network/command{c_tag = "COM - Bridge Starboard"},/turf/simulated/floor/tiled,/area/bridge)
|
||||
"cdB" = (/obj/structure/cable/green{d1 = 1; d2 = 2; icon_state = "1-2"},/obj/machinery/atmospherics/pipe/simple/hidden/supply,/obj/machinery/atmospherics/pipe/simple/hidden/scrubbers,/obj/structure/disposalpipe/segment,/turf/simulated/floor/tiled,/area/bridge)
|
||||
"cdC" = (/obj/machinery/light{dir = 1},/obj/effect/floor_decal/corner/blue{dir = 4},/obj/machinery/button/remote/blast_door{id = "bridge blast"; name = "Bridge Blastdoors"; pixel_x = 0; pixel_y = 24},/turf/simulated/floor/tiled,/area/bridge)
|
||||
"cdD" = (/obj/structure/closet/fireaxecabinet{pixel_y = 32},/obj/structure/table/reinforced,/obj/item/weapon/storage/box/lights/mixed,/obj/item/device/multitool,/obj/item/weapon/storage/toolbox/mechanical,/obj/effect/floor_decal/corner/blue/full{dir = 1},/obj/machinery/requests_console{announcementConsole = 1; department = "Bridge"; departmentType = 5; name = "Bridge RC"; pixel_x = 30; pixel_y = -3},/turf/simulated/floor/tiled,/area/bridge)
|
||||
"cdD" = (/obj/structure/fireaxecabinet{pixel_y = 32},/obj/structure/table/reinforced,/obj/item/weapon/storage/box/lights/mixed,/obj/item/device/multitool,/obj/item/weapon/storage/toolbox/mechanical,/obj/effect/floor_decal/corner/blue/full{dir = 1},/obj/machinery/requests_console{announcementConsole = 1; department = "Bridge"; departmentType = 5; name = "Bridge RC"; pixel_x = 30; pixel_y = -3},/turf/simulated/floor/tiled,/area/bridge)
|
||||
"cdE" = (/obj/machinery/light{dir = 8},/turf/simulated/floor/tiled/dark,/area/hallway/primary/central_three)
|
||||
"cdF" = (/obj/machinery/atmospherics/pipe/simple/hidden/scrubbers,/obj/machinery/atmospherics/pipe/simple/hidden/supply,/obj/structure/cable{d1 = 1; d2 = 2; icon_state = "1-2"},/obj/structure/disposalpipe/segment,/turf/simulated/floor/tiled/dark,/area/hallway/primary/central_three)
|
||||
"cdG" = (/turf/simulated/floor/tiled/dark,/area/hallway/primary/central_three)
|
||||
@@ -7767,7 +7767,7 @@
|
||||
"cTs" = (/obj/machinery/atmospherics/pipe/simple/visible/green,/obj/structure/lattice,/turf/simulated/mineral/floor/ignore_mapgen,/area/mine/explored/upper_level)
|
||||
"cTt" = (/obj/machinery/atmospherics/pipe/simple/visible/yellow,/obj/structure/lattice,/turf/simulated/mineral/floor/ignore_mapgen,/area/mine/explored/upper_level)
|
||||
"cTu" = (/obj/machinery/atmospherics/pipe/simple/hidden/supply{dir = 6},/obj/machinery/atmospherics/pipe/simple/hidden/scrubbers{dir = 6},/obj/structure/table/standard,/obj/machinery/requests_console{department = "Atmospherics"; departmentType = 3; name = "Atmos RC"; pixel_x = 0; pixel_y = 28},/obj/item/device/t_scanner,/obj/item/device/multitool{pixel_x = 5},/obj/item/device/radio/headset/headset_eng,/obj/item/weapon/cartridge/atmos,/obj/machinery/light{dir = 8; icon_state = "tube1"; pixel_y = 0},/obj/item/clothing/ears/earmuffs,/obj/item/clothing/ears/earmuffs,/obj/item/weapon/cartridge/atmos,/obj/item/device/pipe_painter,/turf/simulated/floor/tiled,/area/engineering/atmos)
|
||||
"cTv" = (/obj/machinery/atmospherics/pipe/simple/hidden/supply{dir = 4},/obj/machinery/atmospherics/pipe/simple/hidden/scrubbers{dir = 4},/obj/structure/table/standard,/obj/structure/closet/fireaxecabinet{pixel_y = 32},/obj/machinery/cell_charger,/obj/item/weapon/tool/wrench,/turf/simulated/floor/tiled,/area/engineering/atmos)
|
||||
"cTv" = (/obj/machinery/atmospherics/pipe/simple/hidden/supply{dir = 4},/obj/machinery/atmospherics/pipe/simple/hidden/scrubbers{dir = 4},/obj/structure/table/standard,/obj/structure/fireaxecabinet{pixel_y = 32},/obj/machinery/cell_charger,/obj/item/weapon/tool/wrench,/turf/simulated/floor/tiled,/area/engineering/atmos)
|
||||
"cTw" = (/obj/machinery/atmospherics/pipe/simple/hidden/scrubbers{dir = 4},/obj/machinery/atmospherics/pipe/simple/hidden/supply{dir = 4},/obj/structure/table/standard,/obj/machinery/newscaster{pixel_y = 30},/obj/item/stack/material/steel{amount = 50},/obj/item/stack/material/glass{amount = 50},/obj/item/clothing/gloves/black,/obj/item/clothing/gloves/black,/obj/item/weapon/storage/belt/utility/atmostech,/obj/item/weapon/storage/belt/utility/atmostech,/obj/machinery/camera/network/engineering{c_tag = "ENG - Atmospherics Fore Starboard"; dir = 2},/turf/simulated/floor/tiled,/area/engineering/atmos)
|
||||
"cTx" = (/obj/effect/decal/warning_stripes,/obj/machinery/atmospherics/pipe/manifold4w/visible/scrubbers,/obj/machinery/atmospherics/pipe/manifold4w/visible/supply,/obj/structure/cable{d1 = 1; d2 = 2; icon_state = "1-2"},/turf/simulated/floor,/area/engineering/atmos)
|
||||
"cTy" = (/obj/machinery/atmospherics/pipe/simple/hidden/supply{dir = 4},/obj/machinery/atmospherics/pipe/simple/hidden/scrubbers{dir = 4},/obj/structure/cable/cyan{d1 = 1; d2 = 4; icon_state = "1-4"},/obj/structure/disposalpipe/segment,/turf/simulated/floor/tiled,/area/engineering/atmos)
|
||||
|
||||
@@ -319009,7 +319009,7 @@ aaa
|
||||
"bxS" = (/obj/machinery/atmospherics/pipe/simple/hidden/scrubbers,/obj/machinery/atmospherics/binary/pump{dir = 4; name = "N2O to Connector"},/turf/simulated/floor/tiled,/area/engineering/atmos)
|
||||
"bxT" = (/obj/machinery/disposal,/obj/structure/disposalpipe/trunk{dir = 1},/turf/simulated/floor/tiled,/area/engineering/atmos)
|
||||
"bxU" = (/obj/structure/table/standard,/obj/machinery/alarm{dir = 1; pixel_y = -22},/obj/item/stack/material/steel{amount = 50},/obj/item/stack/material/glass{amount = 50},/obj/item/clothing/gloves/black,/obj/item/clothing/gloves/black,/obj/item/weapon/storage/belt/utility/atmostech,/obj/item/weapon/storage/belt/utility/atmostech,/turf/simulated/floor/tiled,/area/engineering/atmos)
|
||||
"bxV" = (/obj/structure/table/standard,/obj/structure/closet/fireaxecabinet{pixel_y = -32},/obj/machinery/cell_charger,/obj/item/device/multitool{pixel_x = 5},/obj/item/weapon/tool/wrench,/turf/simulated/floor/tiled,/area/engineering/atmos)
|
||||
"bxV" = (/obj/structure/table/standard,/obj/structure/fireaxecabinet{pixel_y = -32},/obj/machinery/cell_charger,/obj/item/device/multitool{pixel_x = 5},/obj/item/weapon/tool/wrench,/turf/simulated/floor/tiled,/area/engineering/atmos)
|
||||
"bxW" = (/obj/machinery/atmospherics/pipe/manifold/visible/yellow{dir = 8},/obj/machinery/meter,/obj/structure/closet/firecloset,/turf/simulated/floor/tiled,/area/engineering/atmos)
|
||||
"bxX" = (/obj/machinery/atmospherics/valve/digital{dir = 4; name = "Emergency Cooling Valve 1"},/obj/structure/closet/firecloset,/turf/simulated/floor/tiled,/area/engineering/atmos)
|
||||
"bxY" = (/obj/machinery/atmospherics/pipe/manifold/visible/red{dir = 4; initialize_directions = 11},/obj/machinery/meter,/obj/effect/floor_decal/steeldecal/steel_decals4{dir = 5},/obj/effect/floor_decal/steeldecal/steel_decals4{dir = 8},/turf/simulated/floor/tiled,/area/engineering/atmos)
|
||||
@@ -321893,7 +321893,7 @@ aaa
|
||||
"cBq" = (/obj/structure/disposalpipe/segment,/obj/effect/floor_decal/borderfloor/corner{dir = 1},/obj/effect/floor_decal/corner/paleblue/bordercorner{dir = 1},/turf/simulated/floor/tiled,/area/hallway/primary/seconddeck/ascenter)
|
||||
"cBr" = (/turf/simulated/floor/tiled/monotile,/area/hallway/primary/seconddeck/ascenter)
|
||||
"cBs" = (/obj/structure/flora/ausbushes/fullgrass,/obj/machinery/light{dir = 4; icon_state = "tube1"},/turf/simulated/floor/grass,/area/hallway/primary/seconddeck/ascenter)
|
||||
"cBt" = (/obj/effect/floor_decal/industrial/warning/corner{icon_state = "warningcorner"; dir = 1},/obj/structure/closet/fireaxecabinet{pixel_x = -32; pixel_y = 0},/obj/item/weapon/stool/padded,/obj/machinery/light{dir = 8},/obj/effect/landmark/start{name = "Paramedic"},/turf/simulated/floor/tiled/dark,/area/medical/medbay_emt_bay)
|
||||
"cBt" = (/obj/effect/floor_decal/industrial/warning/corner{icon_state = "warningcorner"; dir = 1},/obj/structure/fireaxecabinet{pixel_x = -32; pixel_y = 0},/obj/item/weapon/stool/padded,/obj/machinery/light{dir = 8},/obj/effect/landmark/start{name = "Paramedic"},/turf/simulated/floor/tiled/dark,/area/medical/medbay_emt_bay)
|
||||
"cBu" = (/obj/machinery/atmospherics/unary/vent_scrubber/on{dir = 4},/obj/effect/floor_decal/borderfloorwhite{dir = 8},/obj/effect/floor_decal/corner/pink/border{dir = 8},/turf/simulated/floor/tiled/white,/area/medical/medbay_emt_bay)
|
||||
"cBv" = (/obj/machinery/atmospherics/pipe/simple/hidden/scrubbers{dir = 10},/obj/machinery/atmospherics/pipe/simple/hidden/supply,/obj/effect/floor_decal/borderfloorwhite{dir = 4},/obj/effect/floor_decal/corner/pink/border{dir = 4},/turf/simulated/floor/tiled/white,/area/medical/medbay_emt_bay)
|
||||
"cBw" = (/obj/structure/window/reinforced,/obj/structure/window/reinforced{dir = 4},/obj/machinery/door/window/westright{name = "EVA Suit Storage"; req_access = newlist(); req_one_access = list(5,18)},/obj/item/weapon/rig/medical/equipped,/obj/structure/window/reinforced{dir = 1},/obj/structure/table/rack{dir = 8; layer = 2.6},/turf/simulated/floor/tiled/dark,/area/medical/medbay_emt_bay)
|
||||
@@ -325366,7 +325366,7 @@ aaa
|
||||
"dQf" = (/obj/structure/disposalpipe/segment,/obj/structure/cable/green{d1 = 1; d2 = 2; icon_state = "1-2"},/turf/simulated/floor/tiled,/area/bridge)
|
||||
"dQg" = (/obj/effect/floor_decal/borderfloor/corner{dir = 4},/obj/effect/floor_decal/corner/blue/bordercorner{dir = 4},/turf/simulated/floor/tiled,/area/bridge)
|
||||
"dQh" = (/obj/effect/floor_decal/borderfloor{dir = 1},/obj/effect/floor_decal/corner/blue/border{dir = 1},/obj/structure/closet/secure_closet/medical_wall{name = "defibrillator closet"; pixel_y = 31},/obj/item/device/defib_kit/loaded,/turf/simulated/floor/tiled,/area/bridge)
|
||||
"dQi" = (/obj/structure/closet/fireaxecabinet{pixel_y = 32},/obj/effect/floor_decal/borderfloor{dir = 1},/obj/effect/floor_decal/corner/blue/border{dir = 1},/turf/simulated/floor/tiled,/area/bridge)
|
||||
"dQi" = (/obj/structure/fireaxecabinet{pixel_y = 32},/obj/effect/floor_decal/borderfloor{dir = 1},/obj/effect/floor_decal/corner/blue/border{dir = 1},/turf/simulated/floor/tiled,/area/bridge)
|
||||
"dQj" = (/obj/item/device/radio/intercom{dir = 1; name = "Station Intercom (General)"; pixel_y = 21},/obj/machinery/camera/network/command{c_tag = "COM - Bridge Starboard"},/obj/machinery/light{dir = 1},/obj/structure/window/reinforced{dir = 4},/obj/structure/closet/emcloset,/obj/effect/floor_decal/borderfloor{dir = 1},/obj/effect/floor_decal/corner/blue/border{dir = 1},/turf/simulated/floor/tiled,/area/bridge)
|
||||
"dQk" = (/obj/effect/floor_decal/industrial/warning{icon_state = "warning"; dir = 1},/turf/simulated/floor/tiled,/area/bridge)
|
||||
"dQl" = (/obj/machinery/atmospherics/pipe/simple/hidden/supply,/obj/machinery/atmospherics/pipe/simple/hidden/scrubbers,/obj/effect/floor_decal/industrial/warning{icon_state = "warning"; dir = 1},/turf/simulated/floor/tiled,/area/bridge)
|
||||
|
||||
@@ -1218,6 +1218,7 @@
|
||||
#include "code\game\objects\structures\electricchair.dm"
|
||||
#include "code\game\objects\structures\extinguisher.dm"
|
||||
#include "code\game\objects\structures\fence.dm"
|
||||
#include "code\game\objects\structures\fireaxe.dm"
|
||||
#include "code\game\objects\structures\fitness.dm"
|
||||
#include "code\game\objects\structures\flora.dm"
|
||||
#include "code\game\objects\structures\flora_vr.dm"
|
||||
@@ -1262,8 +1263,11 @@
|
||||
#include "code\game\objects\structures\crates_lockers\vehiclecage.dm"
|
||||
#include "code\game\objects\structures\crates_lockers\closets\coffin.dm"
|
||||
#include "code\game\objects\structures\crates_lockers\closets\crittercrate.dm"
|
||||
<<<<<<< HEAD:vorestation.dme
|
||||
#include "code\game\objects\structures\crates_lockers\closets\egg_vr.dm"
|
||||
#include "code\game\objects\structures\crates_lockers\closets\fireaxe.dm"
|
||||
=======
|
||||
>>>>>>> aab29ae... Merge pull request #6092 from Heroman3003/fuck-fireaxe-cabinet:polaris.dme
|
||||
#include "code\game\objects\structures\crates_lockers\closets\fitness.dm"
|
||||
#include "code\game\objects\structures\crates_lockers\closets\gimmick.dm"
|
||||
#include "code\game\objects\structures\crates_lockers\closets\job_closets.dm"
|
||||
|
||||
Reference in New Issue
Block a user