mirror of
https://github.com/ParadiseSS13/Paradise.git
synced 2026-07-10 06:34:45 +01:00
648 lines
18 KiB
Plaintext
648 lines
18 KiB
Plaintext
/// fuck you Pete
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/obj/structure/chair
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name = "chair"
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desc = "You sit in this. Either by will or force."
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icon = 'icons/obj/chairs.dmi'
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icon_state = "chair"
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layer = OBJ_LAYER
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can_buckle = TRUE
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buckle_lying = FALSE // you sit in a chair, not lay
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anchored = TRUE
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resistance_flags = NONE
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max_integrity = 250
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integrity_failure = 25
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buckle_offset = 0
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face_while_pulling = FALSE
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var/buildstacktype = /obj/item/stack/sheet/metal
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var/buildstackamount = 1
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var/item_chair = /obj/item/chair // if null it can't be picked up
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var/movable = FALSE // For mobility checks
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var/propelled = FALSE // Check for fire-extinguisher-driven chairs
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var/comfort = 0
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/// Used to handle rotation properly, should only be 1, 4, or 8
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var/possible_dirs = 4
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/obj/structure/chair/examine(mob/user)
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. = ..()
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. += "<span class='notice'>You can <b>Alt-Click</b> [src] to rotate it.</span>"
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/obj/structure/chair/narsie_act()
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if(prob(20))
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var/obj/structure/chair/wood/W = new/obj/structure/chair/wood(get_turf(src))
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W.setDir(dir)
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qdel(src)
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/obj/structure/chair/Move(atom/newloc, direct)
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. = ..()
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handle_rotation()
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/obj/structure/chair/attackby(obj/item/W as obj, mob/user as mob, params)
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if(istype(W, /obj/item/assembly/shock_kit))
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var/obj/item/assembly/shock_kit/SK = W
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if(!SK.status)
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to_chat(user, "<span class='notice'>[SK] is not ready to be attached!</span>")
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return
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user.drop_item()
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var/obj/structure/chair/e_chair/E = new /obj/structure/chair/e_chair(get_turf(src), SK)
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playsound(src.loc, W.usesound, 50, 1)
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E.dir = dir
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SK.loc = E
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SK.master = E
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qdel(src)
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return
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return ..()
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/obj/structure/chair/wrench_act(mob/user, obj/item/I)
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. = TRUE
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if(flags & NODECONSTRUCT)
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to_chat(user, "<span class='warning'>Try as you might, you can't figure out how to deconstruct [src].</span>")
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return
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if(!I.use_tool(src, user, 0, volume = I.tool_volume))
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return
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deconstruct(TRUE)
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/obj/structure/chair/deconstruct()
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// If we have materials, and don't have the NOCONSTRUCT flag
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if(buildstacktype && (!(flags & NODECONSTRUCT)))
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new buildstacktype(loc, buildstackamount)
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..()
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/obj/structure/chair/MouseDrop(over_object, src_location, over_location)
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if(over_object == usr && Adjacent(usr))
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if(!item_chair || has_buckled_mobs())
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return
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if(usr.incapacitated())
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to_chat(usr, "<span class='warning'>You can't do that right now!</span>")
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return
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if(!usr.has_right_hand() && !usr.has_left_hand())
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to_chat(usr, "<span class='warning'>You try to grab the chair, but you are missing both of your hands!</span>")
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return
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if(usr.get_active_hand() && usr.get_inactive_hand())
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to_chat(usr, "<span class='warning'>You try to grab the chair, but your hands are already full!</span>")
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return
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if(!ishuman(usr))
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return
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usr.visible_message("<span class='notice'>[usr] grabs \the [src.name].</span>", "<span class='notice'>You grab \the [src.name].</span>")
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var/C = new item_chair(loc)
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usr.put_in_hands(C)
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qdel(src)
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return
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. = ..()
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/obj/structure/chair/attack_hand(mob/user)
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if(user.Move_Pulled(src))
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return
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return ..()
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/obj/structure/chair/attack_tk(mob/user as mob)
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if(!anchored || has_buckled_mobs() || !isturf(user.loc))
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..()
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else
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rotate()
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/obj/structure/chair/proc/handle_rotation(direction)
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handle_layer()
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if(has_buckled_mobs())
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for(var/m in buckled_mobs)
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var/mob/living/buckled_mob = m
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buckled_mob.setDir(direction)
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/obj/structure/chair/proc/handle_layer()
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if(possible_dirs == 8) // We don't want chairs with corner dirs to sit over mobs, it is handled by armrests
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layer = OBJ_LAYER
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return
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if(has_buckled_mobs() && dir == NORTH)
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layer = ABOVE_MOB_LAYER
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else
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layer = OBJ_LAYER
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/obj/structure/chair/post_buckle_mob(mob/living/M)
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. = ..()
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handle_layer()
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/obj/structure/chair/post_unbuckle_mob()
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. = ..()
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handle_layer()
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/obj/structure/chair/setDir(newdir)
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..()
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handle_rotation(newdir)
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/obj/structure/chair/AltClick(mob/user)
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if(user.stat || HAS_TRAIT(user, TRAIT_HANDS_BLOCKED) || !Adjacent(user) || is_ventcrawling(user))
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return
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rotate()
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/obj/structure/chair/attack_ghost(mob/user)
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if(GLOB.configuration.general.ghost_interaction)
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rotate()
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return
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..()
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/obj/structure/chair/proc/rotate()
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setDir(turn(dir, (360 / possible_dirs)))
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handle_rotation()
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// Chair types
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/obj/structure/chair/light
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name = "chair"
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icon_state = "chair_greyscale"
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resistance_flags = FLAMMABLE
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item_chair = /obj/item/chair/light
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/obj/structure/chair/wood
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name = "wooden chair"
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desc = "Old is never too old to not be in fashion."
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icon_state = "wooden_chair"
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resistance_flags = FLAMMABLE
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max_integrity = 70
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buildstackamount = 3
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buildstacktype = /obj/item/stack/sheet/wood
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item_chair = /obj/item/chair/wood
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/obj/structure/chair/wood/narsie_act()
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return
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/obj/structure/chair/wood/wings
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icon_state = "wooden_chair_wings"
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item_chair = /obj/item/chair/wood/wings
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/obj/structure/chair/comfy
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name = "comfy chair"
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desc = "It looks comfy."
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icon_state = "comfychair"
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color = rgb(255, 255, 255)
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resistance_flags = FLAMMABLE
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max_integrity = 70
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buildstackamount = 2
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item_chair = null
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var/image/armrest = null
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/obj/structure/chair/comfy/corp
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color = null
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icon_state = "comfychair_corp"
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/obj/structure/chair/comfy/Initialize(mapload)
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armrest = GetArmrest()
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armrest.layer = ABOVE_MOB_LAYER
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return ..()
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/obj/structure/chair/comfy/proc/GetArmrest()
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return mutable_appearance('icons/obj/chairs.dmi', "[icon_state]_armrest")
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/obj/structure/chair/comfy/Destroy()
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QDEL_NULL(armrest)
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return ..()
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/obj/structure/chair/comfy/post_buckle_mob(mob/living/M)
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. = ..()
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update_armrest()
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/obj/structure/chair/comfy/post_unbuckle_mob(mob/living/M)
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. = ..()
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update_armrest()
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/obj/structure/chair/comfy/proc/update_armrest()
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if(has_buckled_mobs())
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add_overlay(armrest)
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else
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cut_overlay(armrest)
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/obj/structure/chair/comfy/brown
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color = rgb(141,70,0)
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/obj/structure/chair/comfy/red
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color = rgb(218,2,10)
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/obj/structure/chair/comfy/teal
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color = rgb(0,234,250)
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/obj/structure/chair/comfy/black
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color = rgb(60,60,60)
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/obj/structure/chair/comfy/green
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color = rgb(1,196,8)
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/obj/structure/chair/comfy/purp
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color = rgb(112,2,176)
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/obj/structure/chair/comfy/blue
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color = rgb(2,9,210)
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/obj/structure/chair/comfy/beige
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color = rgb(255,253,195)
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/obj/structure/chair/comfy/lime
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color = rgb(255,251,0)
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/obj/structure/chair/office
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anchored = FALSE
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movable = TRUE
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item_chair = null
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buildstackamount = 5
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/obj/structure/chair/comfy/shuttle
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name = "shuttle seat"
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desc = "A comfortable, secure seat. It has a more sturdy looking buckling system, for smoother flights."
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icon_state = "shuttle_chair"
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/obj/structure/chair/comfy/shuttle/GetArmrest()
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return mutable_appearance('icons/obj/chairs.dmi', "shuttle_chair_armrest")
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/obj/structure/chair/office/Bump(atom/A)
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..()
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if(!has_buckled_mobs())
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return
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if(propelled)
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for(var/m in buckled_mobs)
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var/mob/living/buckled_mob = m
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unbuckle_mob(buckled_mob)
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buckled_mob.throw_at(A, 3, propelled)
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buckled_mob.Weaken(12 SECONDS)
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buckled_mob.Stuttering(12 SECONDS)
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buckled_mob.take_organ_damage(10)
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playsound(loc, 'sound/weapons/punch1.ogg', 50, TRUE, -1)
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buckled_mob.visible_message("<span class='danger'>[buckled_mob] crashed into [A]!</span>")
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/obj/structure/chair/office/light
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icon_state = "officechair_white"
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/obj/structure/chair/office/dark
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icon_state = "officechair_dark"
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/obj/structure/chair/barber
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icon_state = "barber_chair"
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buildstackamount = 1
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item_chair = null
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// Sofas
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/obj/structure/chair/sofa
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name = "sofa"
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icon_state = "sofamiddle"
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color = rgb(141,70,0) //this sprite and benches support coloring currently
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anchored = TRUE
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item_chair = null
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buildstackamount = 1
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var/image/armrest = null
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var/colorable = TRUE
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/obj/structure/chair/sofa/Initialize(mapload)
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armrest = GetArmrest()
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armrest.layer = ABOVE_MOB_LAYER
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return ..()
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/obj/structure/chair/sofa/attacked_by(obj/item/I, mob/living/user)
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. = ..()
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if(!colorable)
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return
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if(istype(I, /obj/item/toy/crayon))
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var/obj/item/toy/crayon/C = I
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var/new_color = C.colour
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var/list/hsl = rgb2hsl(hex2num(copytext(new_color, 2, 4)), hex2num(copytext(new_color, 4, 6)), hex2num(copytext(new_color, 6, 8)))
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hsl[3] = max(hsl[3], 0.4)
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var/list/rgb = hsl2rgb(arglist(hsl))
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color = "#[num2hex(rgb[1], 2)][num2hex(rgb[2], 2)][num2hex(rgb[3], 2)]"
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if(color)
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cut_overlay(armrest)
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armrest = GetArmrest()
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update_armrest()
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/obj/structure/chair/sofa/proc/GetArmrest()
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return mutable_appearance('icons/obj/chairs.dmi', "[icon_state]_armrest")
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/obj/structure/chair/sofa/Destroy()
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QDEL_NULL(armrest)
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return ..()
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/obj/structure/chair/sofa/post_buckle_mob(mob/living/M)
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. = ..()
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update_armrest()
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/obj/structure/chair/sofa/post_unbuckle_mob(mob/living/M)
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. = ..()
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update_armrest()
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/obj/structure/chair/sofa/proc/update_armrest()
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if(has_buckled_mobs())
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add_overlay(armrest)
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else
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cut_overlay(armrest)
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/obj/structure/chair/sofa/left
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icon_state = "sofaend_left"
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/obj/structure/chair/sofa/right
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icon_state = "sofaend_right"
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/obj/structure/chair/sofa/corner
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icon_state = "sofacorner"
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possible_dirs = 8
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/obj/structure/chair/sofa/corp
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name = "sofa"
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desc = "Soft and cushy."
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icon_state = "corp_sofamiddle"
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color = null
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colorable = FALSE
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/obj/structure/chair/sofa/corp/left
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icon_state = "corp_sofaend_left"
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/obj/structure/chair/sofa/corp/right
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icon_state = "corp_sofaend_right"
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/obj/structure/chair/sofa/corp/corner
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icon_state = "corp_sofacorner"
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possible_dirs = 8
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/obj/structure/chair/sofa/pew
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name = "pew"
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desc = "Rigid and uncomfortable, perfect for keeping you awake and alert."
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icon_state = "pewmiddle"
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buildstacktype = /obj/item/stack/sheet/wood
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buildstackamount = 5
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color = null
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colorable = FALSE
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/obj/structure/chair/sofa/pew/left
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icon_state = "pewend_left"
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/obj/structure/chair/sofa/pew/right
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icon_state = "pewend_right"
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/obj/structure/chair/sofa/bench
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name = "bench"
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desc = "You sit in this. Either by will or force."
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icon_state = "bench_middle_mapping"
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base_icon_state = "bench_middle"
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///icon for the cover seat
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var/image/cover
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///cover seat color
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var/cover_color = rgb(255,255,255)
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color = null
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colorable = FALSE
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/obj/structure/chair/sofa/bench/Initialize(mapload)
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icon_state = base_icon_state //so the rainbow seats for mapper clarity are not in-game
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GetCover()
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return ..()
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/obj/structure/chair/sofa/bench/proc/GetCover()
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if(cover)
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cut_overlay(cover)
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cover = mutable_appearance('icons/obj/chairs.dmi', "[icon_state]_cover", color = cover_color) //this supports colouring, but not the base bench
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add_overlay(cover)
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/obj/structure/chair/sofa/bench/handle_layer()
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return
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/obj/structure/chair/sofa/bench/attacked_by(obj/item/I, mob/living/user)
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. = ..()
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if(istype(I, /obj/item/toy/crayon))
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var/obj/item/toy/crayon/C = I
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cover_color = C.colour
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if(cover_color)
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GetCover()
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/obj/structure/chair/sofa/bench/left
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icon_state = "bench_left_mapping"
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base_icon_state = "bench_left"
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/obj/structure/chair/sofa/bench/right
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icon_state = "bench_right_mapping"
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base_icon_state = "bench_right"
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/obj/structure/chair/sofa/bamboo
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name = "bamboo bench"
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desc = "Not the most comfortable, but vegan!"
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icon_state = "bamboo_sofamiddle"
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color = null
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colorable = FALSE
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resistance_flags = FLAMMABLE
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max_integrity = 70
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buildstackamount = 2
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buildstacktype = /obj/item/stack/sheet/bamboo
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/obj/structure/chair/sofa/bamboo/left
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icon_state = "bamboo_sofaend_left"
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/obj/structure/chair/sofa/bamboo/right
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icon_state = "bamboo_sofaend_right"
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/obj/structure/chair/stool
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name = "stool"
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desc = "Apply butt."
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icon_state = "stool"
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can_buckle = FALSE
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item_chair = /obj/item/chair/stool
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/obj/structure/chair/stool/bar
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name = "bar stool"
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desc = "It has some unsavory stains on it..."
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icon_state = "bar"
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item_chair = /obj/item/chair/stool/bar
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/obj/structure/chair/stool/bamboo
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name = "bamboo stool"
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desc = "Not the most comfortable, but vegan!"
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icon_state = "bamboo_stool"
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item_chair = /obj/item/chair/stool/bamboo
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resistance_flags = FLAMMABLE
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max_integrity = 70
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buildstackamount = 2
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buildstacktype = /obj/item/stack/sheet/bamboo
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/obj/item/chair
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name = "chair"
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desc = "Bar brawl essential."
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icon = 'icons/obj/chairs.dmi'
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icon_state = "chair_toppled"
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item_state = "chair"
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lefthand_file = 'icons/mob/inhands/chairs_lefthand.dmi'
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righthand_file = 'icons/mob/inhands/chairs_righthand.dmi'
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w_class = WEIGHT_CLASS_HUGE
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force = 6
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throwforce = 10
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throw_range = 3
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hitsound = 'sound/items/trayhit1.ogg'
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hit_reaction_chance = 50
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materials = list(MAT_METAL = 2000)
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/// Likelihood of smashing the chair.
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var/break_chance = 5
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/// Used for when placing a chair back down.
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var/obj/structure/chair/origin_type = /obj/structure/chair
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// Twohanded Component Vars
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/// force applied with one hand.
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var/force_unwielded = 6
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/// force applied with two hands.
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var/force_wielded = 8
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// Parry Component Vars when wielding
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/// the flat amount of damage the shield user takes per non-perfect parry
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var/stamina_constant = 2
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/// stamina_coefficient * damage * time_since_time_parried = stamina damage taken per non perfect parry
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var/stamina_coefficient = 1.5
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/// the attack types that are considered for parrying
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var/parryable_attack_types = NON_PROJECTILE_ATTACKS
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/obj/item/chair/Initialize(mapload)
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. = ..()
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AddComponent(/datum/component/two_handed, force_unwielded = force_unwielded, force_wielded = force_wielded)
|
|
AddComponent(/datum/component/parry, _stamina_constant = stamina_constant, _stamina_coefficient = stamina_coefficient, _parryable_attack_types = parryable_attack_types)
|
|
|
|
/obj/item/chair/light
|
|
icon_state = "chair_greyscale_toppled"
|
|
origin_type = /obj/structure/chair/light
|
|
|
|
/obj/item/chair/stool
|
|
name = "stool"
|
|
icon = 'icons/obj/chairs.dmi'
|
|
icon_state = "stool_toppled"
|
|
item_state = "stool"
|
|
force = 8
|
|
throwforce = 8
|
|
w_class = WEIGHT_CLASS_HUGE
|
|
origin_type = /obj/structure/chair/stool
|
|
break_chance = 0 //It's too sturdy.
|
|
force_unwielded = 8
|
|
force_wielded = 10
|
|
|
|
/obj/item/chair/stool/bar
|
|
name = "bar stool"
|
|
icon_state = "bar_toppled"
|
|
item_state = "stool_bar"
|
|
origin_type = /obj/structure/chair/stool/bar
|
|
|
|
/obj/item/chair/stool/bamboo
|
|
name = "bamboo stool"
|
|
desc = "Not the most comfortable, but vegan!"
|
|
icon_state = "bamboo_stool_toppled"
|
|
item_state = "stool_bamboo"
|
|
origin_type = /obj/structure/chair/stool/bamboo
|
|
|
|
/obj/item/chair/AltClick(mob/user)
|
|
. = ..()
|
|
if(Adjacent(user))
|
|
plant(user)
|
|
|
|
/obj/item/chair/proc/plant(mob/user)
|
|
if(QDELETED(src))
|
|
return
|
|
for(var/obj/A in get_turf(loc))
|
|
if(istype(A, /obj/structure/chair))
|
|
to_chat(user, "<span class='warning'>There is already \a [A] here.</span>")
|
|
return
|
|
|
|
user.visible_message("<span class='notice'>[user] rights [src].</span>", "<span class='notice'>You right [src].</span>")
|
|
var/obj/structure/chair/C = new origin_type(get_turf(loc))
|
|
C.setDir(user.dir)
|
|
qdel(src)
|
|
|
|
/obj/item/chair/proc/smash(mob/living/user)
|
|
var/stack_type = initial(origin_type.buildstacktype)
|
|
if(!stack_type)
|
|
return
|
|
var/remaining_mats = initial(origin_type.buildstackamount)
|
|
remaining_mats-- //Part of the chair was rendered completely unusable. It magically dissapears. Maybe make some dirt?
|
|
if(remaining_mats)
|
|
for(var/M=1 to remaining_mats)
|
|
new stack_type(get_turf(loc))
|
|
qdel(src)
|
|
|
|
/obj/item/chair/hit_reaction(mob/living/carbon/human/owner, atom/movable/hitby, attack_text = "the attack", final_block_chance = 0, damage = 0, attack_type = MELEE_ATTACK)
|
|
if(attack_type == UNARMED_ATTACK && prob(hit_reaction_chance))
|
|
owner.visible_message("<span class='danger'>[owner] fends off [attack_text] with [src]!</span>")
|
|
return 1
|
|
return 0
|
|
|
|
/obj/item/chair/afterattack(atom/target, mob/living/carbon/user, proximity)
|
|
..()
|
|
if(!proximity)
|
|
return
|
|
if(prob(break_chance))
|
|
user.visible_message("<span class='danger'>[user] smashes \the [src] to pieces against \the [target]</span>")
|
|
if(iscarbon(target))
|
|
var/mob/living/carbon/C = target
|
|
if(C.health < C.maxHealth*0.5)
|
|
C.Weaken(12 SECONDS)
|
|
C.Stuttering(12 SECONDS)
|
|
playsound(src.loc, 'sound/weapons/punch1.ogg', 50, TRUE, -1)
|
|
smash(user)
|
|
|
|
/obj/item/chair/stool/attack(mob/M as mob, mob/user as mob)
|
|
if(prob(5) && isliving(M))
|
|
user.visible_message("<span class='danger'>[user] breaks [src] over [M]'s back!.</span>")
|
|
user.unEquip(src)
|
|
var/obj/item/stack/sheet/metal/m = new/obj/item/stack/sheet/metal
|
|
m.loc = get_turf(src)
|
|
qdel(src)
|
|
var/mob/living/T = M
|
|
T.Weaken(10 SECONDS)
|
|
return
|
|
..()
|
|
|
|
/obj/item/chair/examine(mob/user)
|
|
. = ..()
|
|
. += "<span class='notice'>You can <b>Alt-Click</b> [src] to place it down.</span>"
|
|
|
|
/obj/item/chair/wood
|
|
name = "wooden chair"
|
|
icon_state = "wooden_chair_toppled"
|
|
item_state = "woodenchair"
|
|
resistance_flags = FLAMMABLE
|
|
max_integrity = 70
|
|
hitsound = 'sound/weapons/genhit1.ogg'
|
|
origin_type = /obj/structure/chair/wood
|
|
materials = null
|
|
break_chance = 50
|
|
|
|
/obj/item/chair/wood/narsie_act()
|
|
return
|
|
|
|
/obj/item/chair/wood/wings
|
|
icon_state = "wooden_chair_wings_toppled"
|
|
origin_type = /obj/structure/chair/wood/wings
|
|
|
|
/obj/structure/chair/old
|
|
name = "strange chair"
|
|
desc = "You sit in this. Either by will or force. Looks REALLY uncomfortable."
|
|
icon_state = "chairold"
|
|
item_chair = null
|
|
|
|
// Brass chair
|
|
/obj/structure/chair/brass
|
|
name = "brass chair"
|
|
desc = "A spinny chair made of brass. It looks uncomfortable."
|
|
icon_state = "brass_chair"
|
|
max_integrity = 150
|
|
buildstacktype = /obj/item/stack/tile/brass
|
|
buildstackamount = 1
|
|
item_chair = null
|
|
var/turns = 0
|
|
|
|
/obj/structure/chair/brass/Destroy()
|
|
STOP_PROCESSING(SSfastprocess, src)
|
|
. = ..()
|
|
|
|
/obj/structure/chair/brass/process()
|
|
setDir(turn(dir,-90))
|
|
playsound(src, 'sound/effects/servostep.ogg', 50, FALSE)
|
|
turns++
|
|
if(turns >= 8)
|
|
STOP_PROCESSING(SSfastprocess, src)
|
|
|
|
/obj/structure/chair/brass/AltClick(mob/living/user)
|
|
turns = 0
|
|
if(!istype(user) || user.incapacitated() || !in_range(src, user))
|
|
return
|
|
if(!isprocessing)
|
|
user.visible_message("<span class='notice'>[user] spins [src] around, and Ratvarian technology keeps it spinning FOREVER.</span>", \
|
|
"<span class='notice'>Automated spinny chairs. The pinnacle of Ratvarian technology.</span>")
|
|
START_PROCESSING(SSfastprocess, src)
|
|
else
|
|
user.visible_message("<span class='notice'>[user] stops [src]'s uncontrollable spinning.</span>", \
|
|
"<span class='notice'>You grab [src] and stop its wild spinning.</span>")
|
|
STOP_PROCESSING(SSfastprocess, src)
|