diff --git a/code/game/objects/closets/fireax.dm b/code/game/objects/closets/fireax.dm deleted file mode 100644 index 1f3ec72b4fc..00000000000 --- a/code/game/objects/closets/fireax.dm +++ /dev/null @@ -1,198 +0,0 @@ -//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/fireaxe/fireaxe = new/obj/item/weapon/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 - - attackby(var/obj/item/O as obj, var/mob/user as mob) //Marker -Agouri - //..() //That's very useful, Erro - - var/hasaxe = 0 //gonna come in handy later~ - if(fireaxe) - hasaxe = 1 - - if (isrobot(usr) || src.locked) - if(istype(O, /obj/item/device/multitool)) - user << "\red Resetting circuitry..." - playsound(user, 'lockreset.ogg', 50, 1) - sleep(50) // Sleeping time~ - src.locked = 0 - user << "\blue 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, 'Glasshit.ogg', 100, 1) //We don't want this playing every time - if(W.force < 15) - user << "\blue The cabinet's protective glass glances off the hit." - else - src.hitstaken++ - if(src.hitstaken == 4) - playsound(user, '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/fireaxe) && src.localopened) - if(!fireaxe) - if(O.wielded) - user << "\red Unwield the axe first." - return - fireaxe = O - user.drop_item(O) - src.contents += O - user << "\blue 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 - user << "\red Resetting circuitry..." - sleep(50) - src.locked = 1 - user << "\blue You re-enable the locking modules." - playsound(user, 'lockenable.ogg', 50, 1) - 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() - - - - - attack_hand(mob/user as mob) - - var/hasaxe = 0 - if(fireaxe) - hasaxe = 1 - - if(src.locked) - user <<"\red The cabinet won't budge!" - return - if(localopened) - if(fireaxe) - user.put_in_hand(fireaxe) - fireaxe = null - user << "\blue 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() - - 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) - usr << "\red The cabinet won't budge!" - else if(src.smashed) - usr << "\blue The protective glass is broken!" - return - - localopened = !localopened - update_icon() - - verb/remove_fire_axe() - set name = "Remove Fire Axe" - set category = "Object" - - if (isrobot(usr)) - return - - if (localopened) - if(fireaxe) - usr.put_in_hand(fireaxe) - fireaxe = null - usr << "\blue You take the Fire axe from the [name]." - else - usr << "\blue The [src.name] is empty." - else - usr << "\blue The [src.name] is closed." - update_icon() - - attack_paw(mob/user as mob) - attack_hand(user) - return - - attack_ai(mob/user as mob) - if(src.smashed) - user << "\red The security of the cabinet is compromised." - return - else - locked = !locked - if(locked) - user << "\red Cabinet locked." - else - user << "\blue Cabinet unlocked." - return - - 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) - - open() - return - - close() - return \ No newline at end of file