Files
Paradise/code/game/objects/items/weapons/implants/implantcase.dm
T
sieve32@gmail.com 459c558898 -Make holodeck eswords a child of obj/item/weapon/holo instead of regular eswords, clumsy check removed as a result, and you can no longer do things like cutting through walls or doors or what have you. (Fixes Issue 665)
-Redid icons to be more optimized at compile by setting icon = 'icons/folder/icon.dmi' instead of just icon = 'icon.dmi', meaning that Dream Maker doesn't have to search through every single file for every single .dmi. This shouldn't lead to any errors because of how I went about it, plus the fact that Dream Maker would have freaked out if I screwed something up. Also moved around 2 icons that weren't sorted well.

r4146 compile time: 1 minute, 40 seconds
r4147 compile time: 45 seconds

[VGTG]

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4147 316c924e-a436-60f5-8080-3fe189b3f50e
2012-07-23 00:48:51 +00:00

119 lines
2.8 KiB
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//This file was auto-corrected by findeclaration.exe on 25.5.2012 20:42:32
/obj/item/weapon/implantcase
name = "Glass Case"
desc = "A case containing an implant."
icon_state = "implantcase-0"
item_state = "implantcase"
throw_speed = 1
throw_range = 5
w_class = 1.0
var/obj/item/weapon/implant/imp = null
proc
update()
update()
if (src.imp)
src.icon_state = text("implantcase-[]", src.imp.color)
else
src.icon_state = "implantcase-0"
return
attackby(obj/item/weapon/I as obj, mob/user as mob)
..()
if (istype(I, /obj/item/weapon/pen))
var/t = input(user, "What would you like the label to be?", text("[]", src.name), null) as text
if (user.get_active_hand() != I)
return
if((!in_range(src, usr) && src.loc != user))
return
t = copytext(sanitize(t),1,MAX_MESSAGE_LEN)
if(t)
src.name = text("Glass Case- '[]'", t)
else
src.name = "Glass Case"
else if(istype(I, /obj/item/weapon/reagent_containers/syringe))
if(!src.imp) return
if(!src.imp.allow_reagents) return
if(src.imp.reagents.total_volume >= 10)
user << "\red [src] is full."
else
spawn(5)
I.reagents.trans_to(src.imp, 5)
user << "\blue You inject 5 units of the solution. The syringe now contains [I.reagents.total_volume] units."
else if (istype(I, /obj/item/weapon/implanter))
if (I:imp)
if ((src.imp || I:imp.implanted))
return
I:imp.loc = src
src.imp = I:imp
I:imp = null
src.update()
I:update()
else
if (src.imp)
if (I:imp)
return
src.imp.loc = I
I:imp = src.imp
src.imp = null
update()
I:update()
return
/obj/item/weapon/implantcase/tracking
name = "Glass Case- 'Tracking'"
desc = "A case containing a tracking implant."
icon = 'icons/obj/items.dmi'
icon_state = "implantcase-b"
New()
src.imp = new /obj/item/weapon/implant/tracking( src )
..()
return
/obj/item/weapon/implantcase/explosive
name = "Glass Case- 'Explosive'"
desc = "A case containing an explosive implant."
icon = 'icons/obj/items.dmi'
icon_state = "implantcase-r"
New()
src.imp = new /obj/item/weapon/implant/explosive( src )
..()
return
/obj/item/weapon/implantcase/chem
name = "Glass Case- 'Chem'"
desc = "A case containing a chemical implant."
icon = 'icons/obj/items.dmi'
icon_state = "implantcase-b"
/obj/item/weapon/implantcase/chem/New()
src.imp = new /obj/item/weapon/implant/chem( src )
..()
return
/obj/item/weapon/implantcase/loyalty
name = "Glass Case- 'Loyalty'"
desc = "A case containing a loyalty implant."
icon = 'icons/obj/items.dmi'
icon_state = "implantcase-r"
New()
src.imp = new /obj/item/weapon/implant/loyalty( src )
..()
return