/obj/item/weapon/stamp name = "rubber stamp" desc = "A rubber stamp for stamping important documents." icon = 'icons/obj/bureaucracy_yw.dmi' //YWedit reverts to use old stamp icons icon_state = "stamp-qm" item_state = "stamp" throwforce = 0 w_class = ITEMSIZE_TINY slot_flags = SLOT_HOLSTER throw_speed = 7 throw_range = 15 matter = list(MAT_STEEL = 60) pressure_resistance = 2 attack_verb = list("stamped") drop_sound = 'sound/items/drop/device.ogg' pickup_sound = 'sound/items/pickup/device.ogg' /obj/item/weapon/stamp/captain name = "site manager's rubber stamp" icon_state = "stamp-cap" /obj/item/weapon/stamp/hop name = "head of personnel's rubber stamp" icon_state = "stamp-hop" /obj/item/weapon/stamp/hos name = "head of security's rubber stamp" icon_state = "stamp-hos" /obj/item/weapon/stamp/ward name = "warden's rubber stamp" icon_state = "stamp-ward" /obj/item/weapon/stamp/ce name = "chief engineer's rubber stamp" icon_state = "stamp-ce" /obj/item/weapon/stamp/rd name = "research director's rubber stamp" icon_state = "stamp-rd" /obj/item/weapon/stamp/cmo name = "chief medical officer's rubber stamp" icon_state = "stamp-cmo" /obj/item/weapon/stamp/denied name = "\improper DENIED rubber stamp" icon_state = "stamp-deny" attack_verb = list("DENIED") /obj/item/weapon/stamp/clown name = "clown's rubber stamp" icon_state = "stamp-clown" /obj/item/weapon/stamp/internalaffairs name = "internal affairs rubber stamp" icon_state = "stamp-intaff" /obj/item/weapon/stamp/centcomm name = "\improper CentCom rubber stamp" icon_state = "stamp-cent" /obj/item/weapon/stamp/qm name = "quartermaster's rubber stamp" icon_state = "stamp-qm" /obj/item/weapon/stamp/cargo name = "cargo rubber stamp" icon_state = "stamp-cargo" /obj/item/weapon/stamp/solgov name = "\improper Sol Government rubber stamp" icon_state = "stamp-sg" // Syndicate stamp to forge documents. /obj/item/weapon/stamp/chameleon/attack_self(mob/user as mob) var/list/stamp_types = typesof(/obj/item/weapon/stamp) - src.type // Get all stamp types except our own var/list/stamps = list() // Generate them into a list for(var/stamp_type in stamp_types) var/obj/item/weapon/stamp/S = new stamp_type stamps[capitalize(S.name)] = S var/list/show_stamps = list("EXIT" = null) + sortList(stamps) // the list that will be shown to the user to pick from var/input_stamp = tgui_input_list(user, "Choose a stamp to disguise as:", "Stamp Choice", show_stamps) if(user && (src in user.contents)) // Er, how necessary is this in attack_self? var/obj/item/weapon/stamp/chosen_stamp = stamps[capitalize(input_stamp)] if(chosen_stamp) name = chosen_stamp.name icon_state = chosen_stamp.icon_state