Files
Paradise/code/game/objects/secure_closets.dm
mport2004@gmail.com 17ed3899c4 Fixed the map/code issues that the body bags caused.
/obj/effects is now /obj/effect.
/obj/station_objects is now /obj/structure.
Did a bit of minor blob work. 
The Bay 12 body bags were replaced with closets because having two sets of code that do almost the same thing is silly.
Changed back a few of the last jobproc edits as the remove from list before assign was a check to see if the mob was fucked up and if it was remove it so we did not check it again as it would still be fucked up.
The medbay/tox monkeys names are random once more.  More random name monkeys will help with changeling and clean up the observe/mob menus.


git-svn-id: http://tgstation13.googlecode.com/svn/trunk@2324 316c924e-a436-60f5-8080-3fe189b3f50e
2011-10-03 10:28:57 +00:00

276 lines
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Plaintext

/obj/structure/secure_closet/alter_health()
return get_turf(src)
/obj/structure/secure_closet/CanPass(atom/movable/mover, turf/target, height=0, air_group=0)
if(air_group || (height==0) || wall_mounted) return 1
return src.opened
/obj/structure/secure_closet/proc/can_close()
for(var/obj/structure/closet/closet in get_turf(src))
return 0
for(var/obj/structure/secure_closet/closet in get_turf(src))
if(closet != src)
return 0
return 1
/obj/structure/secure_closet/proc/can_open()
if (src.locked)
return 0
return 1
/obj/structure/secure_closet/proc/dump_contents()
for (var/obj/item/I in src)
I.loc = src.loc
for (var/obj/effect/overlay/o in src) //REMOVE THIS
o.loc = src.loc
for(var/mob/M in src)
M.loc = src.loc
if (M.client)
M.client.eye = M.client.mob
M.client.perspective = MOB_PERSPECTIVE
/obj/structure/secure_closet/proc/open()
if (src.opened)
return 0
if (!src.can_open())
return 0
src.dump_contents()
src.icon_state = src.icon_opened
src.opened = 1
playsound(src.loc, 'click.ogg', 15, 1, -3)
return 1
/obj/structure/secure_closet/proc/close()
if (!src.opened)
return 0
if (!src.can_close())
return 0
for (var/obj/item/I in src.loc)
if (!I.anchored)
I.loc = src
for (var/obj/effect/overlay/o in src.loc) //REMOVE THIS
if (!o.anchored)
o.loc = src
for (var/mob/M in src.loc)
if (M.buckled)
continue
if (M.client)
M.client.perspective = EYE_PERSPECTIVE
M.client.eye = src
M.loc = src
if(broken)
src.icon_state = src.icon_off
else
src.icon_state = src.icon_closed
src.opened = 0
playsound(src.loc, 'click.ogg', 15, 1, -3)
return 1
/obj/structure/secure_closet/proc/toggle()
if (src.opened)
return src.close()
return src.open()
/obj/structure/secure_closet/emp_act(severity)
for(var/obj/O in src)
O.emp_act(severity)
if(!broken)
if(prob(50/severity))
src.locked = !src.locked
if(prob(20/severity) && !opened)
if(!locked)
open()
else
src.req_access = list()
src.req_access += pick(get_all_accesses())
..()
/obj/structure/secure_closet/ex_act(severity)
switch(severity)
if (1)
for (var/atom/movable/A as mob|obj in src)
A.loc = src.loc
ex_act(severity)
del(src)
if (2)
if (prob(50))
for (var/atom/movable/A as mob|obj in src)
A.loc = src.loc
ex_act(severity)
del(src)
if (3)
if (prob(5))
for (var/atom/movable/A as mob|obj in src)
A.loc = src.loc
ex_act(severity)
del(src)
/obj/structure/secure_closet/blob_act()
if (prob(75))
for(var/atom/movable/A as mob|obj in src)
A.loc = src.loc
del(src)
/obj/structure/secure_closet/meteorhit(obj/O as obj)
if (O.icon_state == "flaming")
for(var/obj/item/I in src)
I.loc = src.loc
for(var/mob/M in src)
M.loc = src.loc
if (M.client)
M.client.eye = M.client.mob
M.client.perspective = MOB_PERSPECTIVE
src.icon_state = src.icon_broken
del(src)
return
return
/obj/structure/secure_closet/bullet_act(var/obj/item/projectile/Proj)
health -= Proj.damage
..()
if(health <= 0)
for (var/atom/movable/A as mob|obj in src)
A.loc = src.loc
del(src)
return
/obj/structure/secure_closet/attackby(obj/item/weapon/W as obj, mob/user as mob)
if (src.opened)
if (istype(W, /obj/item/weapon/grab))
if (src.large)
src.MouseDrop_T(W:affecting, user) //act like they were dragged onto the closet
else
user << "The locker is too small to stuff [W] into!"
user.drop_item()
if (W)
W.loc = src.loc
else if(src.broken)
user << "\red It appears to be broken."
return
else if( (istype(W, /obj/item/weapon/card/emag)||istype(W, /obj/item/weapon/melee/energy/blade)) && !src.broken)
broken = 1
locked = 0
desc = "It appears to be broken."
icon_state = src.icon_broken
if(istype(W, /obj/item/weapon/melee/energy/blade))
var/datum/effect/system/spark_spread/spark_system = new /datum/effect/system/spark_spread()
spark_system.set_up(5, 0, src.loc)
spark_system.start()
playsound(src.loc, 'blade1.ogg', 50, 1)
playsound(src.loc, "sparks", 50, 1)
for(var/mob/O in viewers(user, 3))
O.show_message(text("\blue The locker has been sliced open by [] with an energy blade!", user), 1, text("\red You hear metal being sliced and sparks flying."), 2)
else
for(var/mob/O in viewers(user, 3))
O.show_message(text("\blue The locker has been broken by [] with an electromagnetic card!", user), 1, text("You hear a faint electrical spark."), 2)
else if(src.allowed(user))
src.locked = !src.locked
for(var/mob/O in viewers(user, 3))
if ((O.client && !( O.blinded )))
O << text("\blue The locker has been []locked by [].", (src.locked ? null : "un"), user)
if(src.locked)
src.icon_state = src.icon_locked
else
src.icon_state = src.icon_closed
else
user << "\red Access Denied"
return
/obj/structure/secure_closet
var/lastbang
/obj/structure/secure_closet/relaymove(mob/user as mob)
if (user.stat)
return
if (!( src.locked ))
for(var/obj/item/I in src)
I.loc = src.loc
for(var/mob/M in src)
M.loc = src.loc
if (M.client)
M.client.eye = M.client.mob
M.client.perspective = MOB_PERSPECTIVE
src.icon_state = src.icon_opened
src.opened = 1
else
user << "\blue It's welded shut!"
if (world.time > lastbang+5)
lastbang = world.time
for(var/mob/M in hearers(src, null))
M << text("<FONT size=[]>BANG, bang!</FONT>", max(0, 5 - get_dist(src, M)))
return
/obj/structure/secure_closet/MouseDrop_T(atom/movable/O as mob|obj, mob/user as mob)
if ((user.restrained() || user.stat))
return
if ((!( istype(O, /atom/movable) ) || O.anchored || get_dist(user, src) > 1 || get_dist(user, O) > 1 || user.contents.Find(src)))
return
if(!src.opened)
return
if(istype(O, /obj/structure/secure_closet) || istype(O, /obj/structure/closet))
return
step_towards(O, src.loc)
if (user != O)
for(var/mob/B in viewers(user, 3))
if ((B.client && !( B.blinded )))
B << text("\red [] stuffs [] into []!", user, O, src)
src.add_fingerprint(user)
return
/*
/obj/structure/secure_closet/attack_hand(mob/user as mob)
src.add_fingerprint(user)
if (!src.opened && !src.locked)
if(!src.can_open())
return
//open it
for(var/obj/item/I in src)
I.loc = src.loc
for(var/mob/M in src)
M.loc = src.loc
if (M.client)
M.client.eye = M.client.mob
M.client.perspective = MOB_PERSPECTIVE
src.icon_state = src.icon_opened
playsound(src.loc, 'click.ogg', 15, 1, -3)
src.opened = 1
else if(src.opened)
if(!src.can_close())
return
//close it
for(var/obj/item/I in src.loc)
if (!( I.anchored ))
I.loc = src
for(var/mob/M in src.loc)
if (M.buckled)
continue
if (M.client)
M.client.perspective = EYE_PERSPECTIVE
M.client.eye = src
M.loc = src
src.icon_state = src.icon_closed
playsound(src.loc, 'click.ogg', 15, 1, -3)
src.opened = 0
else
return src.attackby(null, user)
return*/
/obj/structure/secure_closet/attack_hand(mob/user as mob)
src.add_fingerprint(user)
if (!src.toggle())
return src.attackby(null, user)
/obj/structure/secure_closet/attack_paw(mob/user as mob)
return src.attack_hand(user)