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Paradise/code/modules/instruments/objs/items/headphones.dm
T
Vi3triceandGitHub f4b37b4177 Port TG updating appearances (#17943)
* 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
2022-07-21 08:11:59 +02:00

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