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siliconsandGitHub a83bdbcd61 renames setclickcooldown and get_attack_speed (#7126)
staging for melee PR, the way to modify cooldown is no longer direct
calls but modifying the clickchain
2025-04-30 10:14:43 +02:00

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//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/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/smashed = 0
/obj/structure/closet/fireaxecabinet/legacy_spawn_contents()
. = ..()
fireaxe = new /obj/item/material/twohanded/fireaxe(src)
/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.setClickCooldownLegacy(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/multitool))
to_chat(user, "<span class='warning'>Resetting circuitry...</span>")
playsound(user, 'sound/machines/lockreset.ogg', 50, 1)
if(do_after(user, 20 * O.tool_speed))
src.locked = 0
to_chat(user, SPAN_CAUTION("You disable the locking modules."))
update_icon()
return
else if(istype(O, /obj/item))
var/obj/item/W = O
if(src.smashed || src.localopened)
if(localopened)
localopened = 0
icon_state = "fireaxe[hasaxe][localopened][hitstaken][smashed]closing"
spawn(10)
update_icon()
return
else
playsound(user, 'sound/effects/Glasshit.ogg', 100, 1) //We don't want this playing every time
if(W.damage_force < 15)
to_chat(user, "<span class='notice'>The cabinet's protective glass glances off the hit.</span>")
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/material/twohanded/fireaxe) && src.localopened)
if(!fireaxe)
if(!user.attempt_insert_item_for_installation(O, src))
return
fireaxe = O
to_chat(user, "<span class='notice'>You place the fire axe back in the [src.name].</span>")
update_icon()
else
if(src.smashed)
return
else
localopened = !localopened
if(localopened)
icon_state = "fireaxe[hasaxe][localopened][hitstaken][smashed]opening"
spawn(10) update_icon()
else
icon_state = "fireaxe[hasaxe][localopened][hitstaken][smashed]closing"
spawn(10) update_icon()
else
if(src.smashed)
return
if(istype(O, /obj/item/multitool))
if(localopened)
localopened = 0
icon_state = "fireaxe[hasaxe][localopened][hitstaken][smashed]closing"
spawn(10) update_icon()
return
else
to_chat(user, "<span class='warning'>Resetting circuitry...</span>")
playsound(user, 'sound/machines/lockenable.ogg', 50, 1)
if(do_after(user,20 * O.tool_speed))
src.locked = 1
to_chat(user, SPAN_CAUTION("You re-enable the locking modules."))
return
else
localopened = !localopened
if(localopened)
icon_state = "fireaxe[hasaxe][localopened][hitstaken][smashed]opening"
spawn(10)
update_icon()
else
icon_state = "fireaxe[hasaxe][localopened][hitstaken][smashed]closing"
spawn(10)
update_icon()
/obj/structure/closet/fireaxecabinet/attack_hand(mob/user, datum/event_args/actor/clickchain/e_args)
var/hasaxe = 0
if(fireaxe)
hasaxe = 1
if(src.locked)
to_chat(user, "<span class='warning'>The cabinet won't budge!</span>")
return
if(localopened)
if(fireaxe)
user.put_in_hands(fireaxe)
fireaxe = null
to_chat (user, "<span class='notice'>You take the fire axe from the [name].</span>")
src.add_fingerprint(user)
update_icon()
else
if(src.smashed)
return
else
localopened = !localopened
if(localopened)
src.icon_state = "fireaxe[hasaxe][localopened][hitstaken][smashed]opening"
spawn(10)
update_icon()
else
src.icon_state = "fireaxe[hasaxe][localopened][hitstaken][smashed]closing"
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 = "fireaxe[hasaxe][localopened][hitstaken][smashed]opening"
spawn(10)
update_icon()
else
src.icon_state = "fireaxe[hasaxe][localopened][hitstaken][smashed]closing"
spawn(10)
update_icon()
/obj/structure/closet/fireaxecabinet/attack_tk(mob/user as mob)
if(localopened && fireaxe)
fireaxe.forceMove(loc)
to_chat(user, "<span class='notice'>You telekinetically remove the fire axe.</span>")
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 = VERB_CATEGORY_OBJECT
set src in oview(1)
if (isrobot(usr) || src.locked || src.smashed)
if(src.locked)
to_chat(usr, "<span class='warning'>The cabinet won't budge!</span>")
else if(src.smashed)
to_chat(usr, "<span class='notice'>The protective glass is broken!</span>")
return
localopened = !localopened
update_icon()
/obj/structure/closet/fireaxecabinet/verb/remove_fire_axe()
set name = "Remove Fire Axe"
set category = VERB_CATEGORY_OBJECT
set src in oview(1)
if (isrobot(usr))
return
if (localopened)
if(fireaxe)
usr.put_in_hands(fireaxe)
fireaxe = null
to_chat(usr, "<span class='notice'>You take the Fire axe from the [name].</span>")
else
to_chat(usr, "<span class='notice'>The [src.name] is empty.</span>")
else
to_chat(usr, "<span class='notice'>The [src.name] is closed.</span>")
update_icon()
/obj/structure/closet/fireaxecabinet/attack_ai(mob/user as mob)
if(src.smashed)
to_chat(user, "<span class='warning'>The security of the cabinet is compromised.</span>")
return
else
locked = !locked
if(locked)
to_chat(user, "<span class='warning'>Cabinet locked.</span>")
else
to_chat(user, "<span class='notice'>Cabinet unlocked.</span>")
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 = "fireaxe[hasaxe][localopened][hitstaken][smashed]"
/obj/structure/closet/fireaxecabinet/open()
return
/obj/structure/closet/fireaxecabinet/close()
return