Files
CHOMPStation2/code/game/objects/structures/crates_lockers/crates.dm
Neerti 99eb6f9404 Updates Tools
Adds toolspeed var, which is a multiplier on how 'fast' the tool works.  0.5 means it goes twice as fast.
Adds usesound var, which determines what sound is used when a tool is being used.
Changes a lot of code to use those two vars instead.
Adds 'ayyy' tools, which are ported from /tg/'s abductor gamemode.  They're currently admin only but I might make them obtainable by xenoarch later.
Adds powertools, also from /tg/.  CE starts with them in a new toolbelt that spawns in their locker, ported from (you guessed it) /tg/.
Changes welder sprites to look nicer, ported yet again from /tg/.  Modified the blue welder slightly so it can be the electric welder sprite.
Adds various sounds from /tg/, for tools and welders.
2017-08-03 04:49:23 -04:00

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//This file was auto-corrected by findeclaration.exe on 25.5.2012 20:42:32
/obj/structure/closet/crate
name = "crate"
desc = "A rectangular steel crate."
icon = 'icons/obj/storage.dmi'
icon_state = "crate"
icon_opened = "crateopen"
icon_closed = "crate"
climbable = 1
var/points_per_crate = 5
// mouse_drag_pointer = MOUSE_ACTIVE_POINTER //???
var/rigged = 0
/obj/structure/closet/crate/can_open()
return 1
/obj/structure/closet/crate/can_close()
return 1
/obj/structure/closet/crate/open()
if(src.opened)
return 0
if(!src.can_open())
return 0
if(rigged && locate(/obj/item/device/radio/electropack) in src)
if(isliving(usr))
var/mob/living/L = usr
if(L.electrocute_act(17, src))
var/datum/effect/effect/system/spark_spread/s = new /datum/effect/effect/system/spark_spread
s.set_up(5, 1, src)
s.start()
if(usr.stunned)
return 2
playsound(src.loc, 'sound/machines/click.ogg', 15, 1, -3)
for(var/obj/O in src)
O.forceMove(get_turf(src))
icon_state = icon_opened
src.opened = 1
if(climbable)
structure_shaken()
return 1
/obj/structure/closet/crate/close()
if(!src.opened)
return 0
if(!src.can_close())
return 0
playsound(src.loc, 'sound/machines/click.ogg', 15, 1, -3)
var/itemcount = 0
for(var/obj/O in get_turf(src))
if(itemcount >= storage_capacity)
break
if(O.density || O.anchored || istype(O,/obj/structure/closet))
continue
if(istype(O, /obj/structure/bed)) //This is only necessary because of rollerbeds and swivel chairs.
var/obj/structure/bed/B = O
if(B.buckled_mob)
continue
O.forceMove(src)
itemcount++
icon_state = icon_closed
src.opened = 0
return 1
/obj/structure/closet/crate/attackby(obj/item/weapon/W as obj, mob/user as mob)
if(opened)
if(isrobot(user))
return
if(W.loc != user) // This should stop mounted modules ending up outside the module.
return
user.drop_item()
if(W)
W.forceMove(src.loc)
else if(istype(W, /obj/item/weapon/packageWrap))
return
else if(istype(W, /obj/item/stack/cable_coil))
var/obj/item/stack/cable_coil/C = W
if(rigged)
user << "<span class='notice'>[src] is already rigged!</span>"
return
if (C.use(1))
user << "<span class='notice'>You rig [src].</span>"
rigged = 1
return
else if(istype(W, /obj/item/device/radio/electropack))
if(rigged)
user << "<span class='notice'>You attach [W] to [src].</span>"
user.drop_item()
W.forceMove(src)
return
else if(istype(W, /obj/item/weapon/wirecutters))
if(rigged)
user << "<span class='notice'>You cut away the wiring.</span>"
playsound(src.loc, W.usesound, 100, 1)
rigged = 0
return
else return attack_hand(user)
/obj/structure/closet/crate/ex_act(severity)
switch(severity)
if(1.0)
for(var/obj/O in src.contents)
qdel(O)
qdel(src)
return
if(2.0)
for(var/obj/O in src.contents)
if(prob(50))
qdel(O)
qdel(src)
return
if(3.0)
if (prob(50))
qdel(src)
return
else
return
/obj/structure/closet/crate/secure
desc = "A secure crate."
name = "Secure crate"
icon_state = "securecrate"
icon_opened = "securecrateopen"
icon_closed = "securecrate"
var/redlight = "securecrater"
var/greenlight = "securecrateg"
var/sparks = "securecratesparks"
var/emag = "securecrateemag"
var/broken = 0
var/locked = 1
/obj/structure/closet/crate/secure/New()
..()
if(locked)
overlays.Cut()
overlays += redlight
else
overlays.Cut()
overlays += greenlight
/obj/structure/closet/crate/secure/can_open()
return !locked
/obj/structure/closet/crate/secure/proc/togglelock(mob/user as mob)
if(src.opened)
user << "<span class='notice'>Close the crate first.</span>"
return
if(src.broken)
user << "<span class='warning'>The crate appears to be broken.</span>"
return
if(src.allowed(user))
set_locked(!locked, user)
else
user << "<span class='notice'>Access Denied</span>"
/obj/structure/closet/crate/secure/proc/set_locked(var/newlocked, mob/user = null)
if(locked == newlocked) return
locked = newlocked
if(user)
for(var/mob/O in viewers(user, 3))
O.show_message( "<span class='notice'>The crate has been [locked ? null : "un"]locked by [user].</span>", 1)
overlays.Cut()
overlays += locked ? redlight : greenlight
/obj/structure/closet/crate/secure/verb/verb_togglelock()
set src in oview(1) // One square distance
set category = "Object"
set name = "Toggle Lock"
if(!usr.canmove || usr.stat || usr.restrained()) // Don't use it if you're not able to! Checks for stuns, ghost and restrain
return
if(ishuman(usr) || isrobot(usr))
src.add_fingerprint(usr)
src.togglelock(usr)
else
usr << "<span class='warning'>This mob type can't use this verb.</span>"
/obj/structure/closet/crate/secure/attack_hand(mob/user as mob)
src.add_fingerprint(user)
if(locked)
src.togglelock(user)
else
src.toggle(user)
/obj/structure/closet/crate/secure/attackby(obj/item/weapon/W as obj, mob/user as mob)
if(is_type_in_list(W, list(/obj/item/weapon/packageWrap, /obj/item/stack/cable_coil, /obj/item/device/radio/electropack, /obj/item/weapon/wirecutters)))
return ..()
if(istype(W, /obj/item/weapon/melee/energy/blade))
emag_act(INFINITY, user)
if(!opened)
src.togglelock(user)
return
return ..()
/obj/structure/closet/crate/secure/emag_act(var/remaining_charges, var/mob/user)
if(!broken)
overlays.Cut()
overlays += emag
overlays += sparks
spawn(6) overlays -= sparks //Tried lots of stuff but nothing works right. so i have to use this *sadface*
playsound(src.loc, "sparks", 60, 1)
src.locked = 0
src.broken = 1
user << "<span class='notice'>You unlock \the [src].</span>"
return 1
/obj/structure/closet/crate/secure/emp_act(severity)
for(var/obj/O in src)
O.emp_act(severity)
if(!broken && !opened && prob(50/severity))
if(!locked)
src.locked = 1
overlays.Cut()
overlays += redlight
else
overlays.Cut()
overlays += emag
overlays += sparks
spawn(6) overlays -= sparks //Tried lots of stuff but nothing works right. so i have to use this *sadface*
playsound(src.loc, 'sound/effects/sparks4.ogg', 75, 1)
src.locked = 0
if(!opened && prob(20/severity))
if(!locked)
open()
else
src.req_access = list()
src.req_access += pick(get_all_station_access())
..()
/obj/structure/closet/crate/plastic
name = "plastic crate"
desc = "A rectangular plastic crate."
icon_state = "plasticcrate"
icon_opened = "plasticcrateopen"
icon_closed = "plasticcrate"
points_per_crate = 1 //5 crates per ordered crate, +5 for the crate it comes in.
/obj/structure/closet/crate/internals
name = "internals crate"
desc = "A internals crate."
icon_state = "o2crate"
icon_opened = "o2crateopen"
icon_closed = "o2crate"
/obj/structure/closet/crate/trashcart
name = "trash cart"
desc = "A heavy, metal trashcart with wheels."
icon_state = "trashcart"
icon_opened = "trashcartopen"
icon_closed = "trashcart"
/*these aren't needed anymore
/obj/structure/closet/crate/hat
desc = "A crate filled with Valuable Collector's Hats!."
name = "Hat Crate"
icon_state = "crate"
icon_opened = "crateopen"
icon_closed = "crate"
/obj/structure/closet/crate/contraband
name = "Poster crate"
desc = "A random assortment of posters manufactured by providers NOT listed under NanoTrasen's whitelist."
icon_state = "crate"
icon_opened = "crateopen"
icon_closed = "crate"
*/
/obj/structure/closet/crate/medical
name = "medical crate"
desc = "A medical crate."
icon_state = "medicalcrate"
icon_opened = "medicalcrateopen"
icon_closed = "medicalcrate"
/obj/structure/closet/crate/rcd
name = "\improper RCD crate"
desc = "A crate with rapid construction device."
icon_state = "engi_crate"
icon_opened = "engi_crateopen"
icon_closed = "engi_crate"
/obj/structure/closet/crate/rcd/New()
..()
new /obj/item/weapon/rcd_ammo(src)
new /obj/item/weapon/rcd_ammo(src)
new /obj/item/weapon/rcd_ammo(src)
new /obj/item/weapon/rcd(src)
/obj/structure/closet/crate/solar
name = "solar pack crate"
/obj/structure/closet/crate/solar/New()
..()
new /obj/item/solar_assembly(src)
new /obj/item/solar_assembly(src)
new /obj/item/solar_assembly(src)
new /obj/item/solar_assembly(src)
new /obj/item/solar_assembly(src)
new /obj/item/solar_assembly(src)
new /obj/item/solar_assembly(src)
new /obj/item/solar_assembly(src)
new /obj/item/solar_assembly(src)
new /obj/item/solar_assembly(src)
new /obj/item/solar_assembly(src)
new /obj/item/solar_assembly(src)
new /obj/item/solar_assembly(src)
new /obj/item/solar_assembly(src)
new /obj/item/solar_assembly(src)
new /obj/item/solar_assembly(src)
new /obj/item/solar_assembly(src)
new /obj/item/solar_assembly(src)
new /obj/item/solar_assembly(src)
new /obj/item/solar_assembly(src)
new /obj/item/solar_assembly(src)
new /obj/item/weapon/circuitboard/solar_control(src)
new /obj/item/weapon/tracker_electronics(src)
new /obj/item/weapon/paper/solar(src)
/obj/structure/closet/crate/freezer
name = "freezer"
desc = "A freezer."
icon_state = "freezer"
icon_opened = "freezeropen"
icon_closed = "freezer"
var/target_temp = T0C - 40
var/cooling_power = 40
/obj/structure/closet/crate/freezer/return_air()
var/datum/gas_mixture/gas = (..())
if(!gas) return null
var/datum/gas_mixture/newgas = new/datum/gas_mixture()
newgas.copy_from(gas)
if(newgas.temperature <= target_temp) return
if((newgas.temperature - cooling_power) > target_temp)
newgas.temperature -= cooling_power
else
newgas.temperature = target_temp
return newgas
/obj/structure/closet/crate/freezer/Entered(var/atom/movable/AM)
if(istype(AM, /obj/item/organ))
var/obj/item/organ/O = AM
O.preserved = 1
for(var/obj/item/organ/organ in O)
organ.preserved = 1
..()
/obj/structure/closet/crate/freezer/Exited(var/atom/movable/AM)
if(istype(AM, /obj/item/organ))
var/obj/item/organ/O = AM
O.preserved = 0
for(var/obj/item/organ/organ in O)
organ.preserved = 0
..()
/obj/structure/closet/crate/freezer/rations //Fpr use in the escape shuttle
name = "emergency rations"
desc = "A crate of emergency rations."
/obj/structure/closet/crate/freezer/rations/New()
..()
new /obj/item/weapon/reagent_containers/food/snacks/liquidfood(src)
new /obj/item/weapon/reagent_containers/food/snacks/liquidfood(src)
new /obj/item/weapon/reagent_containers/food/snacks/liquidfood(src)
new /obj/item/weapon/reagent_containers/food/snacks/liquidfood(src)
/obj/structure/closet/crate/bin
name = "large bin"
desc = "A large bin."
icon_state = "largebin"
icon_opened = "largebinopen"
icon_closed = "largebin"
/obj/structure/closet/crate/radiation
name = "radioactive gear crate"
desc = "A crate with a radiation sign on it."
icon_state = "radiation"
icon_opened = "radiationopen"
icon_closed = "radiation"
/obj/structure/closet/crate/radiation/New()
..()
new /obj/item/clothing/suit/radiation(src)
new /obj/item/clothing/head/radiation(src)
new /obj/item/clothing/suit/radiation(src)
new /obj/item/clothing/head/radiation(src)
new /obj/item/clothing/suit/radiation(src)
new /obj/item/clothing/head/radiation(src)
new /obj/item/clothing/suit/radiation(src)
new /obj/item/clothing/head/radiation(src)
/obj/structure/closet/crate/secure/weapon
name = "weapons crate"
desc = "A secure weapons crate."
icon_state = "weaponcrate"
icon_opened = "weaponcrateopen"
icon_closed = "weaponcrate"
/obj/structure/closet/crate/secure/phoron
name = "phoron crate"
desc = "A secure phoron crate."
icon_state = "phoroncrate"
icon_opened = "phoroncrateopen"
icon_closed = "phoroncrate"
/obj/structure/closet/crate/secure/gear
name = "gear crate"
desc = "A secure gear crate."
icon_state = "secgearcrate"
icon_opened = "secgearcrateopen"
icon_closed = "secgearcrate"
/obj/structure/closet/crate/secure/hydrosec
name = "secure hydroponics crate"
desc = "A crate with a lock on it, painted in the scheme of the station's botanists."
icon_state = "hydrosecurecrate"
icon_opened = "hydrosecurecrateopen"
icon_closed = "hydrosecurecrate"
/obj/structure/closet/crate/secure/engineering
desc = "A crate with a lock on it, painted in the scheme of the station's engineers."
name = "secure engineering crate"
icon_state = "engi_secure_crate"
icon_opened = "engi_secure_crateopen"
icon_closed = "engi_secure_crate"
/obj/structure/closet/crate/secure/science
name = "secure science crate"
desc = "A crate with a lock on it, painted in the scheme of the station's scientists."
icon_state = "scisecurecrate"
icon_opened = "scisecurecrateopen"
icon_closed = "scisecurecrate"
/obj/structure/closet/crate/secure/bin
name = "secure bin"
desc = "A secure bin."
icon_state = "largebins"
icon_opened = "largebinsopen"
icon_closed = "largebins"
redlight = "largebinr"
greenlight = "largebing"
sparks = "largebinsparks"
emag = "largebinemag"
/obj/structure/closet/crate/large
name = "large crate"
desc = "A hefty metal crate."
icon = 'icons/obj/storage.dmi'
icon_state = "largemetal"
icon_opened = "largemetalopen"
icon_closed = "largemetal"
/obj/structure/closet/crate/large/close()
. = ..()
if (.)//we can hold up to one large item
var/found = 0
for(var/obj/structure/S in src.loc)
if(S == src)
continue
if(!S.anchored)
found = 1
S.forceMove(src)
break
if(!found)
for(var/obj/machinery/M in src.loc)
if(!M.anchored)
M.forceMove(src)
break
return
/obj/structure/closet/crate/secure/large
name = "large crate"
desc = "A hefty metal crate with an electronic locking system."
icon = 'icons/obj/storage.dmi'
icon_state = "largemetal"
icon_opened = "largemetalopen"
icon_closed = "largemetal"
redlight = "largemetalr"
greenlight = "largemetalg"
/obj/structure/closet/crate/secure/large/close()
. = ..()
if (.)//we can hold up to one large item
var/found = 0
for(var/obj/structure/S in src.loc)
if(S == src)
continue
if(!S.anchored)
found = 1
S.forceMove(src)
break
if(!found)
for(var/obj/machinery/M in src.loc)
if(!M.anchored)
M.forceMove(src)
break
return
//fluff variant
/obj/structure/closet/crate/secure/large/reinforced
desc = "A hefty, reinforced metal crate with an electronic locking system."
icon_state = "largermetal"
icon_opened = "largermetalopen"
icon_closed = "largermetal"
/obj/structure/closet/crate/engineering
name = "engineering crate"
icon_state = "engi_crate"
icon_opened = "engi_crateopen"
icon_closed = "engi_crate"
/obj/structure/closet/crate/engineering/electrical
icon_state = "engi_e_crate"
icon_opened = "engi_crateopen"
icon_closed = "engi_e_crate"
/obj/structure/closet/crate/science
name = "science crate"
icon_state = "scicrate"
icon_opened = "scicrateopen"
icon_closed = "scicrate"
/obj/structure/closet/crate/hydroponics
name = "hydroponics crate"
desc = "All you need to destroy those pesky weeds and pests."
icon_state = "hydrocrate"
icon_opened = "hydrocrateopen"
icon_closed = "hydrocrate"
/obj/structure/closet/crate/hydroponics/prespawned
//This exists so the prespawned hydro crates spawn with their contents.
New()
..()
new /obj/item/weapon/reagent_containers/spray/plantbgone(src)
new /obj/item/weapon/reagent_containers/spray/plantbgone(src)
new /obj/item/weapon/material/minihoe(src)
// new /obj/item/weapon/weedspray(src)
// new /obj/item/weapon/weedspray(src)
// new /obj/item/weapon/pestspray(src)
// new /obj/item/weapon/pestspray(src)
// new /obj/item/weapon/pestspray(src)