Merge pull request #11941 from farie82/examine-info

Adds tips to certain things + general fixes that for issues I across
This commit is contained in:
variableundefined
2019-08-25 16:53:49 -04:00
committed by GitHub
5 changed files with 187 additions and 186 deletions
@@ -6,203 +6,194 @@
icon_state = "fireaxe1000"
icon_closed = "fireaxe1000"
icon_opened = "fireaxe1100"
anchored = 1
density = 0
anchored = TRUE
density = FALSE
armor = list(melee = 50, bullet = 50, laser = 50, energy = 100, bomb = 10, bio = 100, rad = 100)
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
locked = 1
var/smashed = 0
var/localopened = FALSE //Setting this to keep it from behaviouring like a normal closet and obstructing movement in the map. -Agouri
opened = TRUE
var/hitstaken = FALSE
locked = TRUE
var/smashed = FALSE
attackby(var/obj/item/O as obj, var/mob/living/user as mob) //Marker -Agouri
//..() //That's very useful, Erro
/obj/structure/closet/fireaxecabinet/examine(mob/user)
. = ..()
to_chat(user, "<span class='notice'>Use a multitool to lock/unlock it.</span>")
var/hasaxe = 0 //gonna come in handy later~
if(fireaxe)
hasaxe = 1
if(isrobot(user) || 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.toolspeed, target = src))
src.locked = 0
to_chat(user, "<span class = 'caution'> You disable the locking modules.</span>")
update_icon()
return
else if(istype(O, /obj/item))
user.changeNext_move(CLICK_CD_MELEE)
var/obj/item/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
user.do_attack_animation(src)
playsound(user, 'sound/effects/Glasshit.ogg', 100, 1) //We don't want this playing every time
if(W.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
/obj/structure/closet/fireaxecabinet/attackby(var/obj/item/O as obj, var/mob/living/user as mob) //Marker -Agouri
if(isrobot(user) || 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.toolspeed, target = src))
locked = FALSE
to_chat(user, "<span class = 'caution'> You disable the locking modules.</span>")
update_icon()
return
if(istype(O, /obj/item/twohanded/fireaxe) && src.localopened)
if(!fireaxe)
if(O:wielded)
to_chat(user, "<span class='warning'>Unwield the axe first.</span>")
return
fireaxe = O
user.drop_item(O)
src.contents += 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 = 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/multitool))
else if(istype(O, /obj/item))
user.changeNext_move(CLICK_CD_MELEE)
var/obj/item/W = O
if(smashed || localopened)
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, "<span class='warning'>Resetting circuitry...</span>")
sleep(50)
src.locked = 1
to_chat(user, "<span class='notice'>You re-enable the locking modules.</span>")
playsound(user, 'sound/machines/lockenable.ogg', 50, 1)
if(do_after(user, 20 * O.toolspeed, target = src))
src.locked = 1
to_chat(user, "<span class = 'caution'> You re-enable the locking modules.</span>")
return
localopened = FALSE
update_icon_closing()
return
else
user.do_attack_animation(src)
playsound(user, 'sound/effects/Glasshit.ogg', 100, 1) //We don't want this playing every time
if(W.force < 15)
to_chat(user, "<span class='notice'>The cabinet's protective glass glances off the hit.</span>")
else
hitstaken++
if(hitstaken == 4)
playsound(user, 'sound/effects/glassbr3.ogg', 100, 1) //Break cabinet, receive goodies. Cabinet's fucked for life after that.
smashed = TRUE
locked = FALSE
localopened = TRUE
update_icon()
return
if(istype(O, /obj/item/twohanded/fireaxe) && localopened)
if(!fireaxe)
var/obj/item/twohanded/fireaxe/F = O
if(F.wielded)
to_chat(user, "<span class='warning'>Unwield \the [F] first.</span>")
return
if(!user.unEquip(F, FALSE))
to_chat(user, "<span class='warning'>\The [F] stays stuck to your hands!</span>")
return
fireaxe = F
contents += F
to_chat(user, "<span class='notice'>You place \the [F] back in the [name].</span>")
update_icon()
else
if(smashed)
return
else
localopened = !localopened
if(localopened)
icon_state = text("fireaxe[][][][]opening",hasaxe,src.localopened,src.hitstaken,src.smashed)
spawn(10) update_icon()
update_icon_opening()
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)
to_chat(user, "<span class='warning'>The cabinet won't budge!</span>")
update_icon_closing()
else
if(smashed)
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 = 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(istype(O, /obj/item/multitool))
if(localopened)
src.icon_state = text("fireaxe[][][][]opening",hasaxe,src.localopened,src.hitstaken,src.smashed)
spawn(10) update_icon()
localopened = FALSE
update_icon_closing()
return
else
src.icon_state = text("fireaxe[][][][]closing",hasaxe,src.localopened,src.hitstaken,src.smashed)
spawn(10) update_icon()
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)
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, "<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()
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, "<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>")
to_chat(user, "<span class='warning'>Resetting circuitry...</span>")
playsound(user, 'sound/machines/lockenable.ogg', 50, 1)
if(do_after(user, 20 * O.toolspeed, target = src))
locked = TRUE
to_chat(user, "<span class = 'caution'> You re-enable the locking modules.</span>")
return
else
to_chat(usr, "<span class='notice'>The [src.name] is closed.</span>")
update_icon()
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>")
localopened = !localopened
if(localopened)
update_icon_opening()
else
to_chat(user, "<span class='notice'>Cabinet unlocked.</span>")
update_icon_closing()
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
/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)
hasaxe = 1
icon_state = text("fireaxe[][][][]",hasaxe,src.localopened,src.hitstaken,src.smashed)
user.put_in_hands(fireaxe)
to_chat(user, "<span class='notice'>You take \the [fireaxe] from the [src].</span>")
fireaxe = null
add_fingerprint(user)
update_icon()
else
if(smashed)
return
else
localopened = !localopened
if(localopened)
update_icon_opening()
else
update_icon_closing()
open()
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()
/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>")
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) || locked || smashed)
if(locked)
to_chat(usr, "<span class='warning'>The cabinet won't budge!</span>")
else if(smashed)
to_chat(usr, "<span class='notice'>The protective glass is broken!</span>")
return
close()
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)
to_chat(usr, "<span class='notice'>You take \the [fireaxe] from the [src].</span>")
fireaxe = null
else
to_chat(usr, "<span class='notice'>The [src] is empty.</span>")
else
to_chat(usr, "<span class='notice'>The [src] is closed.</span>")
update_icon()
/obj/structure/closet/fireaxecabinet/attack_ai(mob/user as mob)
if(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>")
/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/update_icon_closing()
var/hasaxe = fireaxe != null
icon_state = "fireaxe[hasaxe][localopened][hitstaken][smashed]closing"
spawn(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/open()
return
/obj/structure/closet/fireaxecabinet/close()
return