//########################## CONTRABAND ;3333333333333333333 -Agouri ################################################### /obj/item/weapon/contraband name = "contraband item" desc = "You probably shouldn't be holding this." icon = 'icons/obj/contraband.dmi' force = 0 /obj/item/weapon/contraband/poster name = "rolled-up poster" desc = "The poster comes with its own automatic adhesive mechanism, for easy pinning to any vertical surface." icon_state = "rolled_poster" var/serial_number = 0 /obj/item/weapon/contraband/poster/New(turf/loc, var/given_serial = 0) if(given_serial == 0) serial_number = rand(1, poster_designs.len) else serial_number = given_serial name += " - No. [serial_number]" ..(loc) //############################## THE ACTUAL DECALS ########################### obj/structure/sign/poster name = "poster" desc = "A large piece of space-resistant printed paper. " icon = 'icons/obj/contraband.dmi' anchored = 1 var/serial_number //Will hold the value of src.loc if nobody initialises it var/ruined = 0 obj/structure/sign/poster/New(var/serial) serial_number = serial if(serial_number == loc) serial_number = rand(1, poster_designs.len) //This is for the mappers that want individual posters without having to use rolled posters. var/designtype = poster_designs[serial_number] var/datum/poster/design=new designtype name += " - [design.name]" desc += " [design.desc]" icon_state = design.icon_state // poster[serial_number] ..() obj/structure/sign/poster/attackby(obj/item/weapon/W as obj, mob/user as mob) if(istype(W, /obj/item/weapon/wirecutters)) playsound(loc, 'sound/items/Wirecutter.ogg', 100, 1) if(ruined) user << "You remove the remnants of the poster." del(src) else user << "You carefully remove the poster from the wall." roll_and_drop(user.loc) return /obj/structure/sign/poster/attack_hand(mob/user as mob) if(ruined) return var/temp_loc = user.loc switch(alert("Do I want to rip the poster from the wall?","You think...","Yes","No")) if("Yes") if(user.loc != temp_loc) return visible_message("[user] rips [src] in a single, decisive motion!" ) playsound(src.loc, 'sound/items/poster_ripped.ogg', 100, 1) ruined = 1 icon_state = "poster_ripped" name = "ripped poster" desc = "You can't make out anything from the poster's original print. It's ruined." add_fingerprint(user) if("No") return /obj/structure/sign/poster/proc/roll_and_drop(turf/newloc) var/obj/item/weapon/contraband/poster/P = new(src, serial_number) P.loc = newloc src.loc = P del(src) //seperated to reduce code duplication. Moved here for ease of reference and to unclutter r_wall/attackby() /turf/simulated/wall/proc/place_poster(var/obj/item/weapon/contraband/poster/P, var/mob/user) if(!istype(src,/turf/simulated/wall)) user << "\red You can't place this here!" return var/stuff_on_wall = 0 for(var/obj/O in contents) //Let's see if it already has a poster on it or too much stuff if(istype(O,/obj/structure/sign/poster)) user << "The wall is far too cluttered to place a poster!" return stuff_on_wall++ if(stuff_on_wall == 3) user << "The wall is far too cluttered to place a poster!" return user << "You start placing the poster on the wall..." //Looks like it's uncluttered enough. Place the poster. //declaring D because otherwise if P gets 'deconstructed' we lose our reference to P.resulting_poster var/obj/structure/sign/poster/D = new(P.serial_number) var/temp_loc = user.loc flick("poster_being_set",D) D.loc = src del(P) //delete it now to cut down on sanity checks afterwards. Agouri's code supports rerolling it anyway playsound(D.loc, 'sound/items/poster_being_created.ogg', 100, 1) sleep(17) if(!D) return if(istype(src,/turf/simulated/wall) && user && user.loc == temp_loc)//Let's check if everything is still there user << "You place the poster!" else D.roll_and_drop(temp_loc) return /datum/poster // Name suffix. Poster - [name] var/name="" // Description suffix var/desc="" var/icon_state=""