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Updated flashlight code a little. Added inhand sprites for desk lamps. Standardised modules/paperwork. Decapitalised a bunch of mining items. Slightly reverted update_icons.dm, so we're not looping through mutations more than we need to. Also, skeletons can now wear lipstick! A few other things which aren't worth listing individually. git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4855 316c924e-a436-60f5-8080-3fe189b3f50e
49 lines
1.6 KiB
Plaintext
49 lines
1.6 KiB
Plaintext
/obj/item/weapon/hand_labeler
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name = "hand labeler"
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icon = 'icons/obj/bureaucracy.dmi'
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icon_state = "labeler0"
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item_state = "flight"
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var/label = null
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var/labels_left = 30
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var/mode = 0 //off or on.
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/obj/item/weapon/hand_labeler/afterattack(atom/A, mob/user as mob)
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if(!mode) //if it's off, give up.
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return
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if(A == loc) // if placing the labeller into something (e.g. backpack)
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return // don't set a label
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if(!labels_left)
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user << "<span class='notice'>No labels left.</span>"
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return
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if(!label || !length(label))
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user << "<span class='notice'>No text set.</span>"
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return
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if(length(A.name) + length(label) > 64)
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user << "<span class='notice'>Label too big.</span>"
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return
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if(ishuman(A))
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user << "<span class='notice'>You can't label humans.</span>"
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return
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if(issilicon(A))
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user << "<span class='notice'>You can't label cyborgs.</span>"
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return
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user.visible_message("<span class='notice'>[user] labels [A] as [label].</span>", \
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"<span class='notice'>You label [A] as [label].</span>")
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A.name = "[A.name] ([label])"
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/obj/item/weapon/hand_labeler/attack_self(mob/user as mob)
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mode = !mode
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icon_state = "labeler[mode]"
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if(mode)
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user << "<span class='notice'>You turn on \the [src].</span>"
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//Now let them chose the text.
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var/str = copytext(reject_bad_text(input(user,"Label text?","Set label","")),1,MAX_NAME_LEN)
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if(!str || !length(str))
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user << "<span class='notice'>Invalid text.</span>"
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return
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label = str
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user << "<span class='notice'>You set the text to '[str]'.</span>"
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else
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user << "<span class='notice'>You turn off \the [src].</span>" |