mirror of
https://github.com/ParadiseSS13/Paradise.git
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* Get pants that match or else you gonna look silly yo
* Posters
* Fix other hud elements
* Rereviewed
* Update shotglass.dm
* Fix for new merged PRs
* Typo
* Coming across other stuff
* Update theblob.dm
* No takebacksies
* smh i forget to leave a comment
* Updated for the detgun and cards
* Should have rerun langserver again
* No longer plastic, more in scope
* Damn you bluespace
* Reverting turret logic, out of scope at this point
* Tweak that part
* Went over energy guns again, and fixed UI White's sprite sheet
* Welding masks, glasses, and JUSTICE
* Update portable_atmospherics.dm
* Cleaning up, clearing things up
* Review and suggestions
* Update valve.dm
* More tweaks
* Missing character
* Not distinct lightmasks, so they can be overlays
* Update generator.dm
* Add parameter so holodeck doesn't try to make a perfect copy
* Update unsorted.dm
* Spiders
* Better fix for spiders, fix vamps too
* Ghosts
* Update telekinesis.dm
* Cleaning up old procs
* It's set up to not copy datums... Unless they're in a list
* Donuts, duct tape, and detgun. D3VR coming to Early Access
* Update procs that interact with doors so they call update_state instead
* Forgot one spot, and actually might as well just force lock
* Cleaning up other things... Sigh, and kitty ears
* oops
* Getting used to how it works
* blinds
* Going back to the suit obscuring thing, so it doesn't update all the time
* Missed that from merging master
* I made this PR and forgot about it
* Fix runtimes in cards
* Make things a bit more unified
* Update update_icons.dm
* yarn, really?
* Update library_equipment.dm
* Update shieldgen.dm
* Every time Charlie merges something, I go back and see if I can improve things further
* what's this? more?
* Update misc_special.dm
* wow, paper
* Review
* More reviews
* To be sure, seems like being broken messed something sometimes
* Brought airlocks closer to how TG works to iron out some stuff
* Pizza and morgue
* Doesn't seem to hurt, tried with holodeck
* Revert "Doesn't seem to hurt, tried with holodeck"
This reverts commit 158529302b.
* Icon conflict
* Fix organ damage
* Don't ask how. Why. It's like that on prod too.
* Cutting down on things and updating from TG.
* More flexible. Just in case the thing you stuck it on didn't destroy.
* Hydro was one the things I touched earlier on, better rework it
* Reviews
* Cleaning up further, also bri'ish
* Undo a change I did, and switch over to a more recent implementation
* Update biogenerator.dm
* Rolling back to old airlocks, but with new duct taped note
* Functionally the same. I'd just rather not have the smoothing happen there
* Went over APCs again
* Fix welding helmet names in species files
* Update airlock.dm
* Update persistent_overlay.dm
* Oh, topic
156 lines
3.9 KiB
Plaintext
156 lines
3.9 KiB
Plaintext
/obj/item/paper_bin
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name = "paper bin"
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icon = 'icons/obj/bureaucracy.dmi'
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icon_state = "paper_bin1"
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item_state = "sheet-metal"
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throwforce = 1
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w_class = WEIGHT_CLASS_NORMAL
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throw_speed = 3
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throw_range = 7
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pressure_resistance = 8
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var/amount = 30 //How much paper is in the bin.
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var/list/papers = list() //List of papers put in the bin for reference.
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var/letterhead_type
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/obj/item/paper_bin/fire_act(datum/gas_mixture/air, exposed_temperature, exposed_volume, global_overlay = TRUE)
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if(amount)
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amount = 0
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update_icon()
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..()
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/obj/item/paper_bin/Destroy()
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QDEL_LIST(papers)
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return ..()
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/obj/item/paper_bin/burn()
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amount = 0
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extinguish()
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update_icon()
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/obj/item/paper_bin/MouseDrop(atom/over_object)
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var/mob/M = usr
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if(M.restrained() || M.stat || !Adjacent(M))
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return
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if(!ishuman(M))
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return
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if(over_object == M)
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if(!remove_item_from_storage(M))
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M.unEquip(src)
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M.put_in_hands(src)
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else if(istype(over_object, /obj/screen))
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switch(over_object.name)
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if("r_hand")
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if(!remove_item_from_storage(M))
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M.unEquip(src)
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M.put_in_r_hand(src)
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if("l_hand")
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if(!remove_item_from_storage(M))
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M.unEquip(src)
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M.put_in_l_hand(src)
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add_fingerprint(M)
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/obj/item/paper_bin/attack_hand(mob/user as mob)
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if(ishuman(user))
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var/mob/living/carbon/human/H = user
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var/obj/item/organ/external/temp = H.bodyparts_by_name["r_hand"]
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if(H.hand)
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temp = H.bodyparts_by_name["l_hand"]
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if(temp && !temp.is_usable())
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to_chat(H, "<span class='notice'>You try to move your [temp.name], but cannot!")
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return
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if(amount >= 1)
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amount--
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if(amount==0)
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update_icon()
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var/obj/item/paper/P
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if(papers.len > 0) //If there's any custom paper on the stack, use that instead of creating a new paper.
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P = papers[papers.len]
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papers.Remove(P)
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else
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if(letterhead_type && alert("Choose a style",,"Letterhead","Blank")=="Letterhead")
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P = new letterhead_type
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else
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P = new /obj/item/paper
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if(SSholiday.holidays && SSholiday.holidays[APRIL_FOOLS])
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if(prob(30))
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P.info = "<font face=\"[P.crayonfont]\" color=\"red\"><b>HONK HONK HONK HONK HONK HONK HONK<br>HOOOOOOOOOOOOOOOOOOOOOONK<br>APRIL FOOLS</b></font>"
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P.rigged = TRUE
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P.updateinfolinks()
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P.loc = user.loc
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user.put_in_hands(P)
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P.add_fingerprint(user)
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to_chat(user, "<span class='notice'>You take [P] out of [src].</span>")
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else
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to_chat(user, "<span class='notice'>[src] is empty!</span>")
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add_fingerprint(user)
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return
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/obj/item/paper_bin/attackby(obj/item/paper/i as obj, mob/user as mob, params)
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if(istype(i))
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user.drop_item()
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i.loc = src
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to_chat(user, "<span class='notice'>You put [i] in [src].</span>")
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papers.Add(i)
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amount++
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else
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return ..()
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/obj/item/paper_bin/examine(mob/user)
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. = ..()
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if(in_range(user, src))
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if(amount)
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. += "<span class='notice'>There " + (amount > 1 ? "are [amount] papers" : "is one paper") + " in the bin.</span>"
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else
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. += "<span class='notice'>There are no papers in the bin.</span>"
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/obj/item/paper_bin/update_icon_state()
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if(amount < 1)
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icon_state = "paper_bin0"
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else
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icon_state = "paper_bin1"
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/obj/item/paper_bin/carbon
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name = "carbonless paper bin"
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icon_state = "paper_bin2"
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/obj/item/paper_bin/carbon/attack_hand(mob/user as mob)
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if(amount >= 1)
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amount--
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if(amount==0)
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update_icon()
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var/obj/item/paper/carbon/P
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if(papers.len > 0) //If there's any custom paper on the stack, use that instead of creating a new paper.
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P = papers[papers.len]
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papers.Remove(P)
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else
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P = new /obj/item/paper/carbon
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P.loc = user.loc
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user.put_in_hands(P)
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to_chat(user, "<span class='notice'>You take [P] out of [src].</span>")
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else
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to_chat(user, "<span class='notice'>[src] is empty!</span>")
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add_fingerprint(user)
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return
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/obj/item/paper_bin/nanotrasen
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name = "nanotrasen paper bin"
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letterhead_type = /obj/item/paper/nanotrasen
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/obj/item/paper_bin/syndicate
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name = "syndicate paper bin"
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letterhead_type = /obj/item/paper/syndicate
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