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GS13/code/game/objects/structures/medkit.dm
2019-09-30 22:39:02 -07:00

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///Reuses fire extinguisher cabinet wall mount code to create an equivalent for medkits. Honestly not sure how most of this works beyond that it does work.
//structure code
/obj/structure/medkit_cabinet
name = "Medkit Cabinet"
desc = "A small wall mounted cabinet designed to hold a medical kit."
icon = 'icons/obj/wallmounts.dmi'
icon_state = "medkit_closed"
anchored = TRUE
density = FALSE
max_integrity = 200
integrity_failure = 50
var/obj/item/storage/firstaid/regular/stored_medkit
var/opened = FALSE
//initilization stuff for when map is loading, think it spawns medkits possibly. Honestly not sure what it does.
/obj/structure/medkit_cabinet/Initialize(mapload, ndir, building)
. = ..()
if(building)
setDir(ndir)
pixel_x = (dir & 3)? 0 : (dir == 4 ? -27 : 27)
pixel_y = (dir & 3)? (dir ==1 ? -30 : 30) : 0
opened = TRUE
icon_state = "medkit_empty"
else
stored_medkit = new /obj/item/storage/firstaid/regular(src)
/obj/structure/medkit_cabinet/examine(mob/user)
..()
to_chat(user, "<span class='notice'>Alt-click to [opened ? "close":"open"] it.</span>")
/obj/structure/medkit_cabinet/Destroy()
if(stored_medkit)
qdel(stored_medkit)
stored_medkit = null
return ..()
//code from fire extinguishers, doesn't apply here so far as I can tell so commented out.
obj/structure/medkit_cabinet/contents_explosion(severity, target)
if(stored_medkit)
stored_medkit.ex_act(severity, target)
/obj/structure/medkit_cabinet/handle_atom_del(atom/A)
if(A == stored_medkit)
stored_medkit = null
update_icon()
//disassembly code
/obj/structure/medkit_cabinet/attackby(obj/item/I, mob/user, params)
if(istype(I, /obj/item/wrench) && !stored_medkit)
to_chat(user, "<span class='notice'>You start unsecuring [name]...</span>")
I.play_tool_sound(src)
if(I.use_tool(src, user, 60))
playsound(loc, 'sound/items/deconstruct.ogg', 50, 1)
to_chat(user, "<span class='notice'>You unsecure [name].</span>")
deconstruct(TRUE)
return
if(iscyborg(user) || isalien(user))
return
if(istype(I, /obj/item/storage/firstaid))
if(!stored_medkit && opened)
if(!user.transferItemToLoc(I, src))
return
stored_medkit = I
to_chat(user, "<span class='notice'>You place [I] in [src].</span>")
update_icon()
return TRUE
else
toggle_cabinet(user)
else if(user.a_intent != INTENT_HARM)
toggle_cabinet(user)
else
return ..()
//storing and removing medkits.
/obj/structure/medkit_cabinet/attack_hand(mob/user)
. = ..()
if(.)
return
if(iscyborg(user) || isalien(user))
return
if(stored_medkit)
user.put_in_hands(stored_medkit)
to_chat(user, "<span class='notice'>You take [stored_medkit] from [src].</span>")
stored_medkit = null
if(!opened)
opened = 1
playsound(loc, 'sound/machines/click.ogg', 15, 1, -3)
update_icon()
else
toggle_cabinet(user)
/obj/structure/medkit_cabinet/attack_tk(mob/user)
if(stored_medkit)
stored_medkit.forceMove(loc)
to_chat(user, "<span class='notice'>You telekinetically remove [stored_medkit] from [src].</span>")
stored_medkit = null
opened = 1
playsound(loc, 'sound/machines/click.ogg', 15, 1, -3)
update_icon()
else
toggle_cabinet(user)
/obj/structure/medkit_cabinet/attack_paw(mob/user)
return attack_hand(user)
//closes it
/obj/structure/medkit_cabinet/AltClick(mob/living/user)
if(!istype(user) || !user.canUseTopic(src, BE_CLOSE, ismonkey(user)))
return
toggle_cabinet(user)
/obj/structure/medkit_cabinet/proc/toggle_cabinet(mob/user)
if(opened && broken)
to_chat(user, "<span class='warning'>[src] is broken open.</span>")
else
playsound(loc, 'sound/machines/click.ogg', 15, 1, -3)
opened = !opened
update_icon()
//sprite code
/obj/structure/medkit_cabinet/update_icon()
if(!opened)
icon_state = "medkit_closed"
return
if(stored_medkit)
if(istype(stored_medkit, /obj/item/storage/firstaid))
icon_state = "medkit_white"
else
icon_state = "medkit_white"
else
icon_state = "medkit_empty"
//drops medkit when busted
/obj/structure/medkit_cabinet/obj_break(damage_flag)
if(!broken && !(flags_1 & NODECONSTRUCT_1))
broken = 1
opened = 1
if(stored_medkit)
stored_medkit.forceMove(loc)
stored_medkit = null
update_icon()
//I think this is the code to determine mats you get out of it?
/obj/structure/medkit_cabinet/deconstruct(disassembled = TRUE)
if(!(flags_1 & NODECONSTRUCT_1))
if(disassembled)
new /obj/item/wallframe/medkit_cabinet(loc)
else
new /obj/item/stack/sheet/metal (loc, 2)
if(stored_medkit)
stored_medkit.forceMove(loc)
stored_medkit = null
qdel(src)
//wall mount to put it on a wall
/obj/item/wallframe/medkit_cabinet
name = "Medkit wall frame."
desc = "Used for building wall-mounted medkit cabinets."
icon_state = "medkit"
result_path = /obj/structure/medkit_cabinet