//I still dont think this should be a closet but whatever
/obj/structure/closet/fireaxecabinet
name = "fire axe cabinet"
desc = "There is small label that reads \"For Emergency use only\" along with details for safe use of the axe. As if."
var/obj/item/weapon/material/twohanded/fireaxe/fireaxe
icon_state = "fireaxe1000"
icon_closed = "fireaxe1000"
icon_opened = "fireaxe1100"
anchored = 1
density = 0
var/localopened = 0 //Setting this to keep it from behaviouring like a normal closet and obstructing movement in the map. -Agouri
opened = 1
var/hitstaken = 0
var/locked = 1
var/smashed = 0
starts_with = list(/obj/item/weapon/material/twohanded/fireaxe)
/obj/structure/closet/fireaxecabinet/initialize()
..()
fireaxe = locate() in contents
/obj/structure/closet/fireaxecabinet/attackby(var/obj/item/O as obj, var/mob/user as mob) //Marker -Agouri
//..() //That's very useful, Erro
// This could stand to be put further in, made better, etc. but fuck you. Fuck whoever
// wrote this code. Fuck everything about this object. I hope you step on a Lego.
user.setClickCooldown(10)
// Seriously why the fuck is this even a closet aghasjdhasd I hate you
var/hasaxe = 0 //gonna come in handy later~ // FUCK YOUR TILDES.
if(fireaxe)
hasaxe = 1
if (isrobot(usr) || src.locked)
if(istype(O, /obj/item/device/multitool))
user << "Resetting circuitry..."
playsound(user, 'sound/machines/lockreset.ogg', 50, 1)
if(do_after(user, 20 * O.toolspeed))
src.locked = 0
to_chat(user, " You disable the locking modules.")
update_icon()
return
else if(istype(O, /obj/item/weapon))
var/obj/item/weapon/W = O
if(src.smashed || src.localopened)
if(localopened)
localopened = 0
icon_state = text("fireaxe[][][][]closing",hasaxe,src.localopened,src.hitstaken,src.smashed)
spawn(10) update_icon()
return
else
playsound(user, 'sound/effects/Glasshit.ogg', 100, 1) //We don't want this playing every time
if(W.force < 15)
to_chat(user, "The cabinet's protective glass glances off the hit.")
else
src.hitstaken++
if(src.hitstaken == 4)
playsound(user, 'sound/effects/Glassbr3.ogg', 100, 1) //Break cabinet, receive goodies. Cabinet's fucked for life after that.
src.smashed = 1
src.locked = 0
src.localopened = 1
update_icon()
return
if (istype(O, /obj/item/weapon/material/twohanded/fireaxe) && src.localopened)
if(!fireaxe)
if(O:wielded)
O:wielded = 0
O.update_icon()
//to_chat(user, "Unwield the axe first.")
//return
fireaxe = O
user.remove_from_mob(O)
src.contents += O
to_chat(user, "You place the fire axe back in the [src.name].")
update_icon()
else
if(src.smashed)
return
else
localopened = !localopened
if(localopened)
icon_state = text("fireaxe[][][][]opening",hasaxe,src.localopened,src.hitstaken,src.smashed)
spawn(10) update_icon()
else
icon_state = text("fireaxe[][][][]closing",hasaxe,src.localopened,src.hitstaken,src.smashed)
spawn(10) update_icon()
else
if(src.smashed)
return
if(istype(O, /obj/item/device/multitool))
if(localopened)
localopened = 0
icon_state = text("fireaxe[][][][]closing",hasaxe,src.localopened,src.hitstaken,src.smashed)
spawn(10) update_icon()
return
else
to_chat(user, "Resetting circuitry...")
playsound(user, 'sound/machines/lockenable.ogg', 50, 1)
if(do_after(user,20 * O.toolspeed))
src.locked = 1
to_chat(user, " You re-enable the locking modules.")
return
else
localopened = !localopened
if(localopened)
icon_state = text("fireaxe[][][][]opening",hasaxe,src.localopened,src.hitstaken,src.smashed)
spawn(10) update_icon()
else
icon_state = text("fireaxe[][][][]closing",hasaxe,src.localopened,src.hitstaken,src.smashed)
spawn(10) update_icon()
/obj/structure/closet/fireaxecabinet/attack_hand(mob/user as mob)
var/hasaxe = 0
if(fireaxe)
hasaxe = 1
if(src.locked)
to_chat(user, "The cabinet won't budge!")
return
if(localopened)
if(fireaxe)
user.put_in_hands(fireaxe)
fireaxe = null
to_chat (user, "You take the fire axe from the [name].")
src.add_fingerprint(user)
update_icon()
else
if(src.smashed)
return
else
localopened = !localopened
if(localopened)
src.icon_state = text("fireaxe[][][][]opening",hasaxe,src.localopened,src.hitstaken,src.smashed)
spawn(10) update_icon()
else
src.icon_state = text("fireaxe[][][][]closing",hasaxe,src.localopened,src.hitstaken,src.smashed)
spawn(10) update_icon()
else
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
if(localopened)
src.icon_state = text("fireaxe[][][][]opening",hasaxe,src.localopened,src.hitstaken,src.smashed)
spawn(10) update_icon()
else
src.icon_state = text("fireaxe[][][][]closing",hasaxe,src.localopened,src.hitstaken,src.smashed)
spawn(10) update_icon()
/obj/structure/closet/fireaxecabinet/attack_tk(mob/user as mob)
if(localopened && fireaxe)
fireaxe.forceMove(loc)
to_chat(user, "You telekinetically remove the fire axe.")
fireaxe = null
update_icon()
return
attack_hand(user)
/obj/structure/closet/fireaxecabinet/verb/toggle_openness() //nice name, huh? HUH?! -Erro //YEAH -Agouri
set name = "Open/Close"
set category = "Object"
if (isrobot(usr) || src.locked || src.smashed)
if(src.locked)
to_chat(usr, "The cabinet won't budge!")
else if(src.smashed)
to_chat(usr, "The protective glass is broken!")
return
localopened = !localopened
update_icon()
/obj/structure/closet/fireaxecabinet/verb/remove_fire_axe()
set name = "Remove Fire Axe"
set category = "Object"
if (isrobot(usr))
return
if (localopened)
if(fireaxe)
usr.put_in_hands(fireaxe)
fireaxe = null
to_chat(usr, "You take the Fire axe from the [name].")
else
to_chat(usr, "The [src.name] is empty.")
else
to_chat(usr, "The [src.name] is closed.")
update_icon()
/obj/structure/closet/fireaxecabinet/attack_ai(mob/user as mob)
if(src.smashed)
to_chat(user, "The security of the cabinet is compromised.")
return
else
locked = !locked
if(locked)
to_chat(user, "Cabinet locked.")
else
to_chat(user, "Cabinet unlocked.")
return
/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
var/hasaxe = 0
if(fireaxe)
hasaxe = 1
icon_state = text("fireaxe[][][][]",hasaxe,src.localopened,src.hitstaken,src.smashed)
/obj/structure/closet/fireaxecabinet/open()
return
/obj/structure/closet/fireaxecabinet/close()
return