mirror of
https://github.com/ParadiseSS13/Paradise.git
synced 2026-07-18 18:44:48 +01:00
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:
@@ -6,203 +6,194 @@
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icon_state = "fireaxe1000"
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icon_closed = "fireaxe1000"
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icon_opened = "fireaxe1100"
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anchored = 1
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density = 0
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anchored = TRUE
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density = FALSE
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armor = list(melee = 50, bullet = 50, laser = 50, energy = 100, bomb = 10, bio = 100, rad = 100)
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var/localopened = 0 //Setting this to keep it from behaviouring like a normal closet and obstructing movement in the map. -Agouri
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opened = 1
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var/hitstaken = 0
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locked = 1
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var/smashed = 0
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var/localopened = FALSE //Setting this to keep it from behaviouring like a normal closet and obstructing movement in the map. -Agouri
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opened = TRUE
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var/hitstaken = FALSE
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locked = TRUE
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var/smashed = FALSE
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attackby(var/obj/item/O as obj, var/mob/living/user as mob) //Marker -Agouri
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//..() //That's very useful, Erro
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/obj/structure/closet/fireaxecabinet/examine(mob/user)
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. = ..()
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to_chat(user, "<span class='notice'>Use a multitool to lock/unlock it.</span>")
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var/hasaxe = 0 //gonna come in handy later~
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if(fireaxe)
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hasaxe = 1
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if(isrobot(user) || src.locked)
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if(istype(O, /obj/item/multitool))
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to_chat(user, "<span class='warning'>Resetting circuitry...</span>")
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playsound(user, 'sound/machines/lockreset.ogg', 50, 1)
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if(do_after(user, 20 * O.toolspeed, target = src))
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src.locked = 0
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to_chat(user, "<span class = 'caution'> You disable the locking modules.</span>")
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update_icon()
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return
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else if(istype(O, /obj/item))
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user.changeNext_move(CLICK_CD_MELEE)
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var/obj/item/W = O
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if(src.smashed || src.localopened)
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if(localopened)
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localopened = 0
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icon_state = text("fireaxe[][][][]closing",hasaxe,src.localopened,src.hitstaken,src.smashed)
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spawn(10) update_icon()
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return
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else
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user.do_attack_animation(src)
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playsound(user, 'sound/effects/Glasshit.ogg', 100, 1) //We don't want this playing every time
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if(W.force < 15)
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to_chat(user, "<span class='notice'>The cabinet's protective glass glances off the hit.</span>")
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else
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src.hitstaken++
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if(src.hitstaken == 4)
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playsound(user, 'sound/effects/glassbr3.ogg', 100, 1) //Break cabinet, receive goodies. Cabinet's fucked for life after that.
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src.smashed = 1
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src.locked = 0
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src.localopened = 1
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/obj/structure/closet/fireaxecabinet/attackby(var/obj/item/O as obj, var/mob/living/user as mob) //Marker -Agouri
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if(isrobot(user) || locked)
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if(istype(O, /obj/item/multitool))
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to_chat(user, "<span class='warning'>Resetting circuitry...</span>")
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playsound(user, 'sound/machines/lockreset.ogg', 50, 1)
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if(do_after(user, 20 * O.toolspeed, target = src))
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locked = FALSE
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to_chat(user, "<span class = 'caution'> You disable the locking modules.</span>")
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update_icon()
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return
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if(istype(O, /obj/item/twohanded/fireaxe) && src.localopened)
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if(!fireaxe)
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if(O:wielded)
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to_chat(user, "<span class='warning'>Unwield the axe first.</span>")
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return
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fireaxe = O
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user.drop_item(O)
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src.contents += O
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to_chat(user, "<span class='notice'>You place the fire axe back in the [src.name].</span>")
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update_icon()
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else
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if(src.smashed)
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return
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else
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localopened = !localopened
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if(localopened)
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icon_state = text("fireaxe[][][][]opening",hasaxe,src.localopened,src.hitstaken,src.smashed)
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spawn(10) update_icon()
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else
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icon_state = text("fireaxe[][][][]closing",hasaxe,src.localopened,src.hitstaken,src.smashed)
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spawn(10) update_icon()
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else
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if(src.smashed)
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return
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if(istype(O, /obj/item/multitool))
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else if(istype(O, /obj/item))
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user.changeNext_move(CLICK_CD_MELEE)
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var/obj/item/W = O
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if(smashed || localopened)
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if(localopened)
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localopened = 0
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icon_state = text("fireaxe[][][][]closing",hasaxe,src.localopened,src.hitstaken,src.smashed)
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spawn(10) update_icon()
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return
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else
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to_chat(user, "<span class='warning'>Resetting circuitry...</span>")
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sleep(50)
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src.locked = 1
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to_chat(user, "<span class='notice'>You re-enable the locking modules.</span>")
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playsound(user, 'sound/machines/lockenable.ogg', 50, 1)
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if(do_after(user, 20 * O.toolspeed, target = src))
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src.locked = 1
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to_chat(user, "<span class = 'caution'> You re-enable the locking modules.</span>")
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return
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localopened = FALSE
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update_icon_closing()
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return
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else
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user.do_attack_animation(src)
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playsound(user, 'sound/effects/Glasshit.ogg', 100, 1) //We don't want this playing every time
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if(W.force < 15)
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to_chat(user, "<span class='notice'>The cabinet's protective glass glances off the hit.</span>")
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else
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hitstaken++
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if(hitstaken == 4)
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playsound(user, 'sound/effects/glassbr3.ogg', 100, 1) //Break cabinet, receive goodies. Cabinet's fucked for life after that.
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smashed = TRUE
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locked = FALSE
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localopened = TRUE
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update_icon()
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return
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if(istype(O, /obj/item/twohanded/fireaxe) && localopened)
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if(!fireaxe)
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var/obj/item/twohanded/fireaxe/F = O
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if(F.wielded)
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to_chat(user, "<span class='warning'>Unwield \the [F] first.</span>")
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return
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if(!user.unEquip(F, FALSE))
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to_chat(user, "<span class='warning'>\The [F] stays stuck to your hands!</span>")
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return
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fireaxe = F
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contents += F
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to_chat(user, "<span class='notice'>You place \the [F] back in the [name].</span>")
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update_icon()
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else
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if(smashed)
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return
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else
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localopened = !localopened
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if(localopened)
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icon_state = text("fireaxe[][][][]opening",hasaxe,src.localopened,src.hitstaken,src.smashed)
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spawn(10) update_icon()
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update_icon_opening()
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else
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icon_state = text("fireaxe[][][][]closing",hasaxe,src.localopened,src.hitstaken,src.smashed)
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spawn(10) update_icon()
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attack_hand(mob/user as mob)
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var/hasaxe = 0
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if(fireaxe)
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hasaxe = 1
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if(src.locked)
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to_chat(user, "<span class='warning'>The cabinet won't budge!</span>")
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update_icon_closing()
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else
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if(smashed)
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return
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if(localopened)
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if(fireaxe)
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user.put_in_hands(fireaxe)
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fireaxe = null
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to_chat(user, "<span class='notice'>You take the fire axe from the [name].</span>")
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src.add_fingerprint(user)
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update_icon()
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else
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if(src.smashed)
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return
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else
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localopened = !localopened
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if(localopened)
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src.icon_state = text("fireaxe[][][][]opening",hasaxe,src.localopened,src.hitstaken,src.smashed)
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spawn(10) update_icon()
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else
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src.icon_state = text("fireaxe[][][][]closing",hasaxe,src.localopened,src.hitstaken,src.smashed)
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spawn(10) update_icon()
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else
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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
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if(istype(O, /obj/item/multitool))
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if(localopened)
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src.icon_state = text("fireaxe[][][][]opening",hasaxe,src.localopened,src.hitstaken,src.smashed)
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spawn(10) update_icon()
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localopened = FALSE
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update_icon_closing()
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return
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else
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src.icon_state = text("fireaxe[][][][]closing",hasaxe,src.localopened,src.hitstaken,src.smashed)
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spawn(10) update_icon()
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attack_tk(mob/user as mob)
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if(localopened && fireaxe)
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fireaxe.forceMove(loc)
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to_chat(user, "<span class='notice'>You telekinetically remove the fire axe.</span>")
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fireaxe = null
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update_icon()
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return
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attack_hand(user)
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verb/toggle_openness() //nice name, huh? HUH?! -Erro //YEAH -Agouri
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set name = "Open/Close"
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set category = "Object"
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if(isrobot(usr) || src.locked || src.smashed)
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if(src.locked)
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to_chat(usr, "<span class='warning'>The cabinet won't budge!</span>")
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else if(src.smashed)
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to_chat(usr, "<span class='notice'>The protective glass is broken!</span>")
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return
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localopened = !localopened
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update_icon()
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verb/remove_fire_axe()
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set name = "Remove Fire Axe"
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set category = "Object"
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if(isrobot(usr))
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return
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if(localopened)
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if(fireaxe)
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usr.put_in_hands(fireaxe)
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fireaxe = null
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to_chat(usr, "<span class='notice'>You take the Fire axe from the [name].</span>")
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else
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to_chat(usr, "<span class='notice'>The [src.name] is empty.</span>")
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to_chat(user, "<span class='warning'>Resetting circuitry...</span>")
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playsound(user, 'sound/machines/lockenable.ogg', 50, 1)
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if(do_after(user, 20 * O.toolspeed, target = src))
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locked = TRUE
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to_chat(user, "<span class = 'caution'> You re-enable the locking modules.</span>")
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return
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else
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to_chat(usr, "<span class='notice'>The [src.name] is closed.</span>")
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update_icon()
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attack_ai(mob/user as mob)
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if(src.smashed)
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to_chat(user, "<span class='warning'>The security of the cabinet is compromised.</span>")
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return
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else
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locked = !locked
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if(locked)
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to_chat(user, "<span class='warning'>Cabinet locked.</span>")
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localopened = !localopened
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if(localopened)
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update_icon_opening()
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else
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to_chat(user, "<span class='notice'>Cabinet unlocked.</span>")
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update_icon_closing()
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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
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var/hasaxe = 0
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/obj/structure/closet/fireaxecabinet/attack_hand(mob/user as mob)
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if(locked)
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to_chat(user, "<span class='warning'>The cabinet won't budge!</span>")
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return
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if(localopened)
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if(fireaxe)
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hasaxe = 1
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icon_state = text("fireaxe[][][][]",hasaxe,src.localopened,src.hitstaken,src.smashed)
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user.put_in_hands(fireaxe)
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to_chat(user, "<span class='notice'>You take \the [fireaxe] from the [src].</span>")
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fireaxe = null
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add_fingerprint(user)
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update_icon()
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else
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if(smashed)
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return
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else
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localopened = !localopened
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if(localopened)
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update_icon_opening()
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else
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update_icon_closing()
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open()
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else
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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
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if(localopened)
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update_icon_opening()
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else
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update_icon_closing()
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/obj/structure/closet/fireaxecabinet/attack_tk(mob/user as mob)
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if(localopened && fireaxe)
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fireaxe.forceMove(loc)
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to_chat(user, "<span class='notice'>You telekinetically remove \the [fireaxe].</span>")
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fireaxe = null
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update_icon()
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return
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attack_hand(user)
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/obj/structure/closet/fireaxecabinet/verb/toggle_openness() //nice name, huh? HUH?! -Erro //YEAH -Agouri
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set name = "Open/Close"
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set category = "Object"
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if(isrobot(usr) || locked || smashed)
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if(locked)
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to_chat(usr, "<span class='warning'>The cabinet won't budge!</span>")
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else if(smashed)
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to_chat(usr, "<span class='notice'>The protective glass is broken!</span>")
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return
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close()
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return
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localopened = !localopened
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update_icon()
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/obj/structure/closet/fireaxecabinet/verb/remove_fire_axe()
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set name = "Remove Fire Axe"
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set category = "Object"
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if(isrobot(usr))
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return
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if(localopened)
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if(fireaxe)
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usr.put_in_hands(fireaxe)
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to_chat(usr, "<span class='notice'>You take \the [fireaxe] from the [src].</span>")
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fireaxe = null
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else
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to_chat(usr, "<span class='notice'>The [src] is empty.</span>")
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else
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to_chat(usr, "<span class='notice'>The [src] is closed.</span>")
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update_icon()
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/obj/structure/closet/fireaxecabinet/attack_ai(mob/user as mob)
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if(smashed)
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to_chat(user, "<span class='warning'>The security of the cabinet is compromised.</span>")
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return
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else
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locked = !locked
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if(locked)
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to_chat(user, "<span class='warning'>Cabinet locked.</span>")
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else
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to_chat(user, "<span class='notice'>Cabinet unlocked.</span>")
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/obj/structure/closet/fireaxecabinet/proc/update_icon_opening()
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var/hasaxe = fireaxe != null
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icon_state = "fireaxe[hasaxe][localopened][hitstaken][smashed]opening"
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spawn(10)
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update_icon()
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/obj/structure/closet/fireaxecabinet/proc/update_icon_closing()
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var/hasaxe = fireaxe != null
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icon_state = "fireaxe[hasaxe][localopened][hitstaken][smashed]closing"
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spawn(10)
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update_icon()
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/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
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var/hasaxe = fireaxe != null
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icon_state = "fireaxe[hasaxe][localopened][hitstaken][smashed]"
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/obj/structure/closet/fireaxecabinet/open()
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return
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/obj/structure/closet/fireaxecabinet/close()
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return
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Reference in New Issue
Block a user