/obj/effect/bigDelivery //Why is this an effect? 0.o --SkyMarshal desc = "A big wrapped package." name = "large parcel" icon = 'storage.dmi' icon_state = "deliverycloset" var/obj/wrapped = null density = 1 var/sortTag = 0 flags = FPRINT mouse_drag_pointer = MOUSE_ACTIVE_POINTER attack_hand(mob/user as mob) if(wrapped) //sometimes items can disappear. For example, bombs. --rastaf0 wrapped.loc = (get_turf(src.loc)) if(istype(wrapped, /obj/structure/closet)) var/obj/structure/closet/O = wrapped O.welded = 0 del(src) return attackby(obj/item/W as obj, mob/user as mob) if(istype(W, /obj/item/device/destTagger)) var/obj/item/device/destTagger/O = W user << "\blue *TAGGED*" src.sortTag = O.currTag else if(istype(W, /obj/item/weapon/pen)) var/str = input(usr,"Label text?","Set label","") if(!str || !length(str)) usr << "\red Invalid text." return if(length(str) > 64) usr << "\red Text too long." return var/label = str for(var/mob/M in viewers()) M << "\blue [user] labels [src] as [label]." src.name = "[src.name] ([label])" return /obj/item/smallDelivery desc = "A small wrapped package." name = "small parcel" icon = 'storage.dmi' icon_state = "deliverycrateSmall" var/obj/item/wrapped = null var/sortTag = 0 flags = FPRINT attack_self(mob/user as mob) if (src.wrapped) //sometimes items can disappear. For example, bombs. --rastaf0 wrapped.loc = user.loc if(ishuman(user)) user.put_in_hand(wrapped) else wrapped.loc = get_turf_loc(src) del(src) return attackby(obj/item/W as obj, mob/user as mob) if(istype(W, /obj/item/device/destTagger)) var/obj/item/device/destTagger/O = W user << "\blue *TAGGED*" src.sortTag = O.currTag else if(istype(W, /obj/item/weapon/pen)) var/str = input(usr,"Label text?","Set label","") if(!str || !length(str)) usr << "\red Invalid text." return if(length(str) > 64) usr << "\red Text too long." return var/label = str for(var/mob/M in viewers()) M << "\blue [user] labels [src] as [label]." src.name = "[src.name] ([label])" return /obj/item/weapon/packageWrap name = "package wrapper" icon = 'items.dmi' icon_state = "deliveryPaper" w_class = 3.0 var/amount = 25.0 afterattack(var/obj/target as obj, mob/user as mob) if(!(istype(target, /obj))) //this really shouldn't be necessary (but it is). -Pete return if(istype(target, /obj/structure/table) || istype(target, /obj/structure/rack) || istype(target,/obj/item/smallDelivery)) return if(target.anchored) return if(target in user) return user.attack_log += text("\[[time_stamp()]\] Has used [src.name] on \ref[target]") if (istype(target, /obj/item) && !(istype(target, /obj/item/weapon/storage))) var/obj/item/O = target if (src.amount > 1) var/obj/item/smallDelivery/P = new /obj/item/smallDelivery(get_turf(O.loc)) //Aaannd wrap it up! if(!istype(O.loc, /turf)) if(user.client) user.client.screen -= O P.wrapped = O O.loc = P src.amount -= 1 else if (istype(target, /obj/structure/closet/crate)) var/obj/structure/closet/crate/O = target if (src.amount > 3 && !O.opened) var/obj/effect/bigDelivery/P = new /obj/effect/bigDelivery(get_turf(O.loc)) P.icon_state = "deliverycrate" P.wrapped = O O.loc = P src.amount -= 3 else if(src.amount < 3) user << "\blue You need more paper." else if (istype (target, /obj/structure/closet)) var/obj/structure/closet/O = target if (src.amount > 3 && !O.opened) var/obj/effect/bigDelivery/P = new /obj/effect/bigDelivery(get_turf(O.loc)) P.wrapped = O O.welded = 1 O.loc = P src.amount -= 3 else if(src.amount < 3) user << "\blue You need more paper." else user << "\blue The object you are trying to wrap is unsuitable for the sorting machinery!" if (src.amount <= 0) new /obj/item/weapon/c_tube( src.loc ) del(src) return return examine() if(src in usr) usr << "\blue There are [amount] units of package wrap left!" ..() return /obj/item/device/destTagger name = "destination tagger" desc = "Used to set the destination of properly wrapped packages." icon_state = "forensic0" var/currTag = 0 var/list/locationList = list("Disposals", "Cargo Bay", "QM Office", "Engineering", "CE Office", "Atmospherics", "Security", "HoS Office", "Medbay", "CMO Office", "Chemistry", "Research", "RD Office", "Robotics", "HoP Office", "Library", "Chapel", "Theatre", "Bar", "Kitchen", "Hydroponics", "Janitor Closet",) //The whole system for the sorttype var is determined based on the order of this list, //disposals must always be 1, since anything that's untagged will automatically go to disposals, or sorttype = 1 --Superxpdude //If you don't want to fuck up disposals, add to this list, and don't change the order. //If you insist on changing the order, you'll have to change every sort junction to reflect the new order. --Pete w_class = 1 item_state = "electronic" flags = FPRINT | TABLEPASS | ONBELT | CONDUCT attack_self(mob/user as mob) var/dat = "TagMaster 2.2

" if (src.currTag == 0) dat += "
Current Selection: None
" else dat += "
Current Selection: [locationList[currTag]]

" for (var/i = 1, i <= locationList.len, i++) dat += "[locationList[i]]" if (i%4==0) dat += "
" else dat += " " user << browse(dat, "window=destTagScreen") onclose(user, "destTagScreen") return Topic(href, href_list) src.add_fingerprint(usr) if(href_list["nextTag"]) var/n = text2num(href_list["nextTag"]) src.currTag = n src.updateUsrDialog() /* attack(target as obj, mob/user as mob) user << "/blue *TAGGED*" target.sortTag = src.currTag attack(target as obj, mob/user as mob) user << "/blue You can only tag properly wrapped delivery packages!" */ attack(target as obj, mob/user as mob) if (istype(target, /obj/effect/bigDelivery)) user << "\blue *TAGGED*" var/obj/effect/bigDelivery/O = target O.sortTag = src.currTag else if (istype(target, /obj/item/smallDelivery)) user << "\blue *TAGGED*" var/obj/item/smallDelivery/O = target O.sortTag = src.currTag else user << "\blue You can only tag properly wrapped delivery packages!" return /obj/machinery/disposal/deliveryChute name = "Delivery chute" desc = "A chute for big and small packages alike!" density = 0 icon_state = "intake" interact() return HasEntered(AM as mob|obj) //Go straight into the chute if (istype(AM, /obj)) var/obj/O = AM O.loc = src else if (istype(AM, /mob)) var/mob/M = AM M.loc = src src.flush() flush() flushing = 1 flick("intake-closing", src) var/deliveryCheck = 0 var/obj/structure/disposalholder/H = new() // virtual holder object which actually // travels through the pipes. for(var/obj/effect/bigDelivery/O in src) deliveryCheck = 1 if(O.sortTag == 0) O.sortTag = 1 for(var/obj/item/smallDelivery/O in src) deliveryCheck = 1 if (O.sortTag == 0) O.sortTag = 1 if(deliveryCheck == 0) H.destinationTag = 1 H.init(src) // copy the contents of disposer to holder air_contents = new() // new empty gas resv. sleep(10) playsound(src, 'disposalflush.ogg', 50, 0, 0) sleep(5) // wait for animation to finish H.start(src) // start the holder processing movement flushing = 0 // now reset disposal state flush = 0 if(mode == 2) // if was ready, mode = 1 // switch to charging update() return