mirror of
https://github.com/ParadiseSS13/Paradise.git
synced 2026-01-06 07:32:15 +00:00
Oh fireaxe closet why you so bloated
This commit is contained in:
@@ -3,10 +3,9 @@
|
||||
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/twohanded/fireaxe/fireaxe
|
||||
icon_state = "fireaxe1000"
|
||||
icon_closed = "fireaxe1000"
|
||||
icon_opened = "fireaxe1100"
|
||||
open_door_sprite = null
|
||||
icon_state = "fireaxe_full_0hits"
|
||||
icon_closed = "fireaxe_full_0hits"
|
||||
icon_opened = "fireaxe_full_open"
|
||||
anchored = TRUE
|
||||
density = FALSE
|
||||
armor = list(MELEE = 50, BULLET = 20, LASER = 0, ENERGY = 100, BOMB = 10, BIO = 100, RAD = 100, FIRE = 90, ACID = 50)
|
||||
@@ -15,14 +14,20 @@
|
||||
var/hitstaken = FALSE
|
||||
locked = TRUE
|
||||
var/smashed = FALSE
|
||||
var/operating = FALSE
|
||||
var/has_axe = null // Use a string over a boolean value to make the sprite names more readable
|
||||
|
||||
/obj/structure/closet/fireaxecabinet/populate_contents()
|
||||
fireaxe = new/obj/item/twohanded/fireaxe(src)
|
||||
has_axe = "full"
|
||||
update_icon() // So its initial icon doesn't show it without the fireaxe
|
||||
|
||||
/obj/structure/closet/fireaxecabinet/examine(mob/user)
|
||||
. = ..()
|
||||
. += "<span class='notice'>Use a multitool to lock/unlock it.</span>"
|
||||
if(!smashed)
|
||||
. += "<span class='notice'>Use a multitool to lock/unlock it.</span>"
|
||||
else
|
||||
. += "<span class='notice'>It is damaged beyond repair.</span>"
|
||||
|
||||
/obj/structure/closet/fireaxecabinet/attackby(obj/item/O as obj, mob/living/user as mob) //Marker -Agouri
|
||||
if(isrobot(user) || locked)
|
||||
@@ -39,8 +44,7 @@
|
||||
var/obj/item/W = O
|
||||
if(smashed || localopened)
|
||||
if(localopened)
|
||||
localopened = FALSE
|
||||
update_icon_closing()
|
||||
operate_panel()
|
||||
return
|
||||
else
|
||||
user.do_attack_animation(src)
|
||||
@@ -66,6 +70,7 @@
|
||||
to_chat(user, "<span class='warning'>\The [F] stays stuck to your hands!</span>")
|
||||
return
|
||||
fireaxe = F
|
||||
has_axe = "full"
|
||||
contents += F
|
||||
to_chat(user, "<span class='notice'>You place \the [F] back in the [name].</span>")
|
||||
update_icon()
|
||||
@@ -73,18 +78,13 @@
|
||||
if(smashed)
|
||||
return
|
||||
else
|
||||
localopened = !localopened
|
||||
if(localopened)
|
||||
update_icon_opening()
|
||||
else
|
||||
update_icon_closing()
|
||||
operate_panel()
|
||||
else
|
||||
if(smashed)
|
||||
return
|
||||
if(istype(O, /obj/item/multitool))
|
||||
if(localopened)
|
||||
localopened = FALSE
|
||||
update_icon_closing()
|
||||
operate_panel()
|
||||
return
|
||||
else
|
||||
to_chat(user, "<span class='warning'>Resetting circuitry...</span>")
|
||||
@@ -94,45 +94,30 @@
|
||||
to_chat(user, "<span class = 'caution'> You re-enable the locking modules.</span>")
|
||||
return
|
||||
else
|
||||
localopened = !localopened
|
||||
if(localopened)
|
||||
update_icon_opening()
|
||||
else
|
||||
update_icon_closing()
|
||||
operate_panel()
|
||||
|
||||
/obj/structure/closet/fireaxecabinet/attack_hand(mob/user as mob)
|
||||
if(locked)
|
||||
to_chat(user, "<span class='warning'>The cabinet won't budge!</span>")
|
||||
return
|
||||
if(localopened)
|
||||
if(fireaxe)
|
||||
user.put_in_hands(fireaxe)
|
||||
to_chat(user, "<span class='notice'>You take \the [fireaxe] from [src].</span>")
|
||||
fireaxe = null
|
||||
if(localopened && fireaxe)
|
||||
user.put_in_hands(fireaxe)
|
||||
to_chat(user, "<span class='notice'>You take \the [fireaxe] from [src].</span>")
|
||||
has_axe = "empty"
|
||||
fireaxe = null
|
||||
|
||||
add_fingerprint(user)
|
||||
update_icon()
|
||||
else
|
||||
if(smashed)
|
||||
return
|
||||
else
|
||||
localopened = !localopened
|
||||
if(localopened)
|
||||
update_icon_opening()
|
||||
else
|
||||
update_icon_closing()
|
||||
|
||||
else
|
||||
localopened = !localopened //I'm pretty sure we don't need an if(smashed) in here. In case I'm wrong and it fucks up teh cabinet, **MARKER**. -Agouri
|
||||
if(localopened)
|
||||
update_icon_opening()
|
||||
else
|
||||
update_icon_closing()
|
||||
add_fingerprint(user)
|
||||
update_icon()
|
||||
return
|
||||
if(smashed)
|
||||
return
|
||||
operate_panel()
|
||||
|
||||
/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 [fireaxe].</span>")
|
||||
has_axe = "empty"
|
||||
fireaxe = null
|
||||
update_icon()
|
||||
return
|
||||
@@ -149,8 +134,7 @@
|
||||
to_chat(usr, "<span class='notice'>The protective glass is broken!</span>")
|
||||
return
|
||||
|
||||
localopened = !localopened
|
||||
update_icon()
|
||||
operate_panel()
|
||||
|
||||
/obj/structure/closet/fireaxecabinet/verb/remove_fire_axe()
|
||||
set name = "Remove Fire Axe"
|
||||
@@ -163,6 +147,7 @@
|
||||
if(fireaxe)
|
||||
usr.put_in_hands(fireaxe)
|
||||
to_chat(usr, "<span class='notice'>You take \the [fireaxe] from [src].</span>")
|
||||
has_axe = "empty"
|
||||
fireaxe = null
|
||||
else
|
||||
to_chat(usr, "<span class='notice'>[src] is empty.</span>")
|
||||
@@ -181,21 +166,28 @@
|
||||
else
|
||||
to_chat(user, "<span class='notice'>Cabinet unlocked.</span>")
|
||||
|
||||
/obj/structure/closet/fireaxecabinet/proc/update_icon_opening()
|
||||
var/hasaxe = fireaxe != null
|
||||
icon_state = "fireaxe[hasaxe][localopened][hitstaken][smashed]opening"
|
||||
spawn(10)
|
||||
update_icon()
|
||||
/obj/structure/closet/fireaxecabinet/proc/operate_panel()
|
||||
if(operating)
|
||||
return
|
||||
operating = TRUE
|
||||
localopened = !localopened
|
||||
do_animate()
|
||||
operating = FALSE
|
||||
|
||||
/obj/structure/closet/fireaxecabinet/proc/update_icon_closing()
|
||||
var/hasaxe = fireaxe != null
|
||||
icon_state = "fireaxe[hasaxe][localopened][hitstaken][smashed]closing"
|
||||
spawn(10)
|
||||
update_icon()
|
||||
/obj/structure/closet/fireaxecabinet/proc/do_animate()
|
||||
if(!localopened)
|
||||
flick("fireaxe_[has_axe]_closing", src)
|
||||
else
|
||||
flick("fireaxe_[has_axe]_opening", src)
|
||||
sleep(10)
|
||||
update_icon()
|
||||
|
||||
/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 = fireaxe != null
|
||||
icon_state = "fireaxe[hasaxe][localopened][hitstaken][smashed]"
|
||||
|
||||
/obj/structure/closet/fireaxecabinet/update_icon()
|
||||
if(localopened && !smashed)
|
||||
icon_state = "fireaxe_[has_axe]_open"
|
||||
return
|
||||
icon_state = "fireaxe_[has_axe]_[hitstaken]hits"
|
||||
|
||||
/obj/structure/closet/fireaxecabinet/open()
|
||||
return
|
||||
|
||||
Reference in New Issue
Block a user