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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
86 lines
2.5 KiB
Plaintext
86 lines
2.5 KiB
Plaintext
/obj/item/clothing/ears/headphones
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name = "headphones"
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desc = "Unce unce unce unce."
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icon_state = "headphones0"
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item_state = "headphones0"
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actions_types = list(/datum/action/item_action/change_headphones_song, /datum/action/item_action/toggle_music_notes)
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var/datum/song/headphones/song
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var/on = FALSE
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/obj/item/clothing/ears/headphones/Initialize(mapload)
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. = ..()
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song = new(src, "piano") // Piano is the default instrument but all instruments are allowed
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song.instrument_range = 0
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song.allowed_instrument_ids = SSinstruments.synthesizer_instrument_ids
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// To update the icon
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RegisterSignal(src, COMSIG_SONG_START, .proc/start_playing)
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RegisterSignal(src, COMSIG_SONG_END, .proc/stop_playing)
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/obj/item/clothing/ears/headphones/Destroy()
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QDEL_NULL(song)
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return ..()
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/obj/item/clothing/ears/headphones/ui_action_click(mob/user, actiontype)
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if(actiontype == /datum/action/item_action/change_headphones_song)
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ui_interact(user)
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else
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on = !on
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update_icon(UPDATE_ICON_STATE)
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/obj/item/clothing/ears/headphones/ui_data(mob/user)
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return song.ui_data(user)
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/obj/item/clothing/ears/headphones/ui_interact(mob/user)
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if(should_stop_playing(user) || user.incapacitated())
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return
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song.ui_interact(user)
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/obj/item/clothing/ears/headphones/ui_act(action, params)
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if(..())
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return
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return song.ui_act(action, params)
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/obj/item/clothing/ears/headphones/update_icon_state()
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var/mob/living/carbon/human/user = loc
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if(istype(user))
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user.update_action_buttons_icon()
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user.update_inv_ears()
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icon_state = item_state = "headphones[on]"
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/obj/item/clothing/ears/headphones/item_action_slot_check(slot)
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if(slot == slot_l_ear || slot == slot_r_ear)
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return TRUE
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/**
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* Called by a component signal when our song starts playing.
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*/
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/obj/item/clothing/ears/headphones/proc/start_playing()
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on = TRUE
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update_icon(UPDATE_ICON_STATE)
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/**
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* Called by a component signal when our song stops playing.
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*/
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/obj/item/clothing/ears/headphones/proc/stop_playing()
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on = FALSE
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update_icon(UPDATE_ICON_STATE)
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/**
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* Whether the headphone's song should stop playing
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*
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* Arguments:
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* * user - The user
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*/
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/obj/item/clothing/ears/headphones/proc/should_stop_playing(mob/living/carbon/human/user)
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return !(src in user) || !istype(user) || !((src == user.l_ear) || (src == user.r_ear))
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// special subtype so it uses the correct item type
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/datum/song/headphones
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/datum/song/headphones/should_stop_playing(mob/user)
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. = ..()
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if(.)
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return TRUE
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var/obj/item/clothing/ears/headphones/I = parent
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return I.should_stop_playing(user)
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