//wip wip wup /obj/structure/mirror name = "mirror" desc = "A SalonPro Nano-Mirror(TM) brand mirror! The leading technology in hair salon products, utilizing nano-machinery to style your hair just right." icon = 'icons/obj/watercloset.dmi' icon_state = "mirror" density = 0 anchored = 1 var/shattered = 0 var/list/ui_users = list() var/glass = 1 /obj/structure/mirror/New(var/loc, var/dir, var/building = 0, mob/user as mob) if(building) glass = 0 icon_state = "mirror_frame" pixel_x = (dir & 3)? 0 : (dir == 4 ? -28 : 28) pixel_y = (dir & 3)? (dir == 1 ? -30 : 30) : 0 return /obj/structure/mirror/attack_hand(mob/user as mob) if(!glass) return if(shattered) return if(ishuman(user)) var/datum/nano_module/appearance_changer/AC = ui_users[user] if(!AC) AC = new(src, user) AC.name = "SalonPro Nano-Mirror™" ui_users[user] = AC AC.ui_interact(user) /obj/structure/mirror/proc/shatter() if(!glass) return if(shattered) return shattered = 1 icon_state = "mirror_broke" playsound(src, "shatter", 70, 1) desc = "Oh no, seven years of bad luck!" /obj/structure/mirror/bullet_act(var/obj/item/projectile/Proj) if(prob(Proj.get_structure_damage() * 2)) if(!shattered) shatter() else if(glass) playsound(src, 'sound/effects/hit_on_shattered_glass.ogg', 70, 1) ..() /obj/structure/mirror/attackby(obj/item/I as obj, mob/user as mob) if(istype(I, /obj/item/weapon/wrench)) if(!glass) playsound(src.loc, 'sound/items/Ratchet.ogg', 50, 1) if(do_after(user, 20)) user << "You unfasten the frame." new /obj/item/frame/mirror( src.loc ) qdel(src) return if(istype(I, /obj/item/weapon/crowbar)) if(shattered && glass) user << "The broken glass falls out." icon_state = "mirror_frame" glass = !glass new /obj/item/weapon/material/shard( src.loc ) return if(!shattered && glass) playsound(src.loc, 'sound/items/Crowbar.ogg', 50, 1) user << "You remove the glass." glass = !glass icon_state = "mirror_frame" new /obj/item/stack/material/glass( src.loc, 2 ) return if(istype(I, /obj/item/stack/material/glass)) if(!glass) var/obj/item/stack/material/glass/G = I if (G.get_amount() < 2) user << "You need two sheets of glass to add them to the frame." return user << "You start to add the glass to the frame." if(do_after(user, 20)) if (G.use(2)) shattered = 0 glass = 1 icon_state = "mirror" user << "You add the glass to the frame." return if(shattered && glass) playsound(src.loc, 'sound/effects/hit_on_shattered_glass.ogg', 70, 1) return if(prob(I.force * 2)) visible_message("[user] smashes [src] with [I]!") if(glass) shatter() else visible_message("[user] hits [src] with [I]!") playsound(src.loc, 'sound/effects/Glasshit.ogg', 70, 1) /obj/structure/mirror/attack_generic(var/mob/user, var/damage) user.do_attack_animation(src) if(shattered && glass) playsound(src.loc, 'sound/effects/hit_on_shattered_glass.ogg', 70, 1) return 0 if(damage) user.visible_message("[user] smashes [src]!") if(glass) shatter() else user.visible_message("[user] hits [src] and bounces off!") return 1