mirror of
https://github.com/ParadiseSS13/Paradise.git
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* Refactor /mob/unEquip. * fix things found in testing * more fixes from testing * fix removal of hooded suits * fix flayers inability to deploy swarmprod * fix changeling blade activation * unnecessary parens * pass default unequip args to proc overrides * fix belts being able to forceMove into full hands
175 lines
5.5 KiB
Plaintext
175 lines
5.5 KiB
Plaintext
//I still dont think this should be a closet but whatever
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/obj/structure/closet/fireaxecabinet
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name = "fire axe cabinet"
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desc = "There is small label that reads \"For Emergency use only\" along with details for safe use of the axe. As if."
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var/obj/item/fireaxe/fireaxe
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icon_state = "fireaxe_full_0hits"
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icon_closed = "fireaxe_full_0hits"
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icon_opened = "fireaxe_full_open"
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anchored = TRUE
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density = FALSE
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armor = list(MELEE = 50, BULLET = 20, LASER = 0, ENERGY = 100, BOMB = 10, RAD = 100, FIRE = 90, ACID = 50)
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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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var/operating = FALSE
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var/has_axe = null // Use a string over a boolean value to make the sprite names more readable
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/obj/structure/closet/fireaxecabinet/populate_contents()
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fireaxe = new/obj/item/fireaxe(src)
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has_axe = "full"
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update_icon(UPDATE_ICON_STATE) // So its initial icon doesn't show it without the fireaxe
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/obj/structure/closet/fireaxecabinet/examine(mob/user)
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. = ..()
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if(!smashed)
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. += "<span class='notice'>Use a multitool to lock/unlock it.</span>"
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else
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. += "<span class='notice'>It is damaged beyond repair.</span>"
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/obj/structure/closet/fireaxecabinet/attackby__legacy__attackchain(obj/item/O as obj, 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(UPDATE_ICON_STATE)
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return
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else if(isitem(O))
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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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operate_panel()
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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(UPDATE_ICON_STATE)
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return
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if(istype(O, /obj/item/fireaxe) && localopened)
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if(!fireaxe)
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var/obj/item/fireaxe/F = O
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if(HAS_TRAIT(F, TRAIT_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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has_axe = "full"
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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(UPDATE_ICON_STATE)
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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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operate_panel()
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else
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if(smashed)
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return
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if(istype(O, /obj/item/multitool))
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if(localopened)
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operate_panel()
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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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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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operate_panel()
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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 && fireaxe)
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user.put_in_hands(fireaxe)
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to_chat(user, "<span class='notice'>You take \the [fireaxe] from [src].</span>")
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has_axe = "empty"
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fireaxe = null
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add_fingerprint(user)
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update_icon(UPDATE_ICON_STATE)
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return
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if(smashed)
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return
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operate_panel()
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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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has_axe = "empty"
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fireaxe = null
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update_icon(UPDATE_ICON_STATE)
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return
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attack_hand(user)
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/obj/structure/closet/fireaxecabinet/shove_impact(mob/living/target, mob/living/attacker)
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// no, you can't shove people into a fireaxe cabinet either
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return FALSE
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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/operate_panel()
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if(operating)
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return
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operating = TRUE
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localopened = !localopened
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do_animate()
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operating = FALSE
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/obj/structure/closet/fireaxecabinet/proc/do_animate()
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if(!localopened)
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flick("fireaxe_[has_axe]_closing", src)
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else
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flick("fireaxe_[has_axe]_opening", src)
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sleep(10)
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update_icon(UPDATE_ICON_STATE)
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/obj/structure/closet/fireaxecabinet/update_icon_state()
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if(localopened && !smashed)
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icon_state = "fireaxe_[has_axe]_open"
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else
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icon_state = "fireaxe_[has_axe]_[hitstaken]hits"
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/obj/structure/closet/fireaxecabinet/update_overlays()
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return list()
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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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/obj/structure/closet/fireaxecabinet/welder_act(mob/user, obj/item/I) //A bastion of sanity in a sea of madness
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return
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