/obj/item/weapon/ctf_flag
name = "Flag"
desc = "Its a flag"
w_class = 5
icon = 'flags.dmi'
icon_state = "flag_neutral"
item_state = "paper"
/obj/item/weapon/ctf_flag/red
name = "The Red Flag"
desc = "Catch dat fukken flag"
icon_state = "flag_red"
/obj/item/weapon/ctf_flag/green
name = "The Green Flag"
desc = "Catch dat fukken flag"
icon_state = "flag_green"
/obj/item/weapon/ctf_flag/New()
..()
spawn(200)
process()
return
/obj/item/weapon/ctf_flag/process()
if(istype(src, /obj/item/weapon/ctf_flag/green))
var/obj/L = locate("landmark*Green-Flag")
if(locate("landmark*Green-Flag", src))
spawn(200)
process()
return
else if(!src.check_if_equipped() && L)
new /obj/item/weapon/ctf_flag/green(L.loc)
del(src)
if(istype(src, /obj/item/weapon/ctf_flag/red))
var/obj/L = locate("landmark*Red-Flag")
if(locate("landmark*Red-Flag", src))
spawn(200)
process()
return
else if(!src.check_if_equipped() && L)
new /obj/item/weapon/ctf_flag/red(L.loc)
del(src)
return
/obj/item/weapon/ctf_flag/proc/check_if_equipped()
var/equipped = 0
for(var/mob/M in living_mob_list)
if(M &&!M.stat)
var/list/L = M.get_contents()
if(src in L)
equipped = 1
break
return equipped
/obj/machinery/red_injector
name = "Red Team Flag Injector"
desc = "Insert flag here"
anchored = 1
density = 1
var/score = 0
var/operating = 0
icon = 'flags.dmi'
icon_state = "red_injector"
/*
/obj/machinery/red_injector/ex_act(severity)
return
/obj/machinery/red_injector/attackby(var/obj/item/weapon/ctf_flag/C, mob/user)
if(src.operating)
user << "Cannot put a flag in right now"
return
src.operating = 1
if(istype(C, /obj/item/weapon/ctf_flag/green))
if(locate("landmark*Red-Flag", /obj/item/weapon/ctf_flag/red))
src.score++
world << "[user.real_name] has scored for the red team!"
if(ticker.mode.name == "ctf")
ticker.red_score++
var/obj/L = locate("landmark*Green-Flag")
if (L)
del(C)
new /obj/item/weapon/ctf_flag/green(L.loc)
else
world << "No green flag spawn point detected"
if(src.score >= 15)
world << "The Red Team has won!"
world << "They have scored [score] times with the flag!"
sleep(300)
world.Reboot()
else
user << "\red You need to have your flag in the beginning position!"
else if(istype(C, /obj/item/weapon/ctf_flag/red))
world << "[user.real_name] has tried to score with their own flag! Idiot!"
src.operating = 0
return
*/
/obj/machinery/green_injector
name = "Green Team Flag Injector"
desc = "Insert flag here"
anchored = 1
density = 1
var/operating = 0
var/score = 0
icon = 'flags.dmi'
icon_state = "green_injector"
/obj/machinery/green_injector/ex_act(severity)
return
/*
/obj/machinery/green_injector/attackby(var/obj/item/weapon/ctf_flag/C, mob/user)
if(src.operating)
user << "Cannot put a flag in right now"
return
src.operating = 1
if(istype(C, /obj/item/weapon/ctf_flag/red))
if(locate("landmark*Green-Flag", /obj/item/weapon/ctf_flag/green))
src.score++
world << "[user.real_name] has scored for the green team!"
if(ticker.mode.name == "ctf")
ticker.green_score++
var/obj/L = locate("landmark*Red-Flag")
if (L)
del(C)
new /obj/item/weapon/ctf_flag/red(L.loc)
else
world << "No red flag spawn point detected"
if(src.score >= 15)
world << "The Green Team has won!"
world << "They have scored [score] times with the flag!"
sleep(300)
world.Reboot()
else
user << "\red You need to have your flag in the beginning position!"
else if(istype(C, /obj/item/weapon/ctf_flag/green))
world << "[user.real_name] has tried to score with their own flag! Idiot!"
src.operating = 0
return
*/