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-Redid icons to be more optimized at compile by setting icon = 'icons/folder/icon.dmi' instead of just icon = 'icon.dmi', meaning that Dream Maker doesn't have to search through every single file for every single .dmi. This shouldn't lead to any errors because of how I went about it, plus the fact that Dream Maker would have freaked out if I screwed something up. Also moved around 2 icons that weren't sorted well. r4146 compile time: 1 minute, 40 seconds r4147 compile time: 45 seconds [VGTG] git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4147 316c924e-a436-60f5-8080-3fe189b3f50e
102 lines
2.4 KiB
Plaintext
102 lines
2.4 KiB
Plaintext
//NEVER USE THIS IT SUX -PETETHEGOAT
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var/global/list/cached_icons = list()
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/obj/item/weapon/paint
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name = "Paint Can"
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desc = "Used to recolor floors and walls. Can not be removed by the janitor."
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icon = 'icons/obj/items.dmi'
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icon_state = "paint_neutral"
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color = "FFFFFF"
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item_state = "paintcan"
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w_class = 3.0
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/obj/item/weapon/paint/red
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name = "Red paint"
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color = "FF0000"
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icon_state = "paint_red"
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/obj/item/weapon/paint/green
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name = "Green paint"
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color = "00FF00"
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icon_state = "paint_green"
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/obj/item/weapon/paint/blue
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name = "Blue paint"
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color = "0000FF"
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icon_state = "paint_blue"
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/obj/item/weapon/paint/yellow
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name = "Yellow paint"
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color = "FFFF00"
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icon_state = "paint_yellow"
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/obj/item/weapon/paint/violet //no icon
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name = "Violet paint"
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color = "FF00FF"
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icon_state = "paint_neutral"
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/obj/item/weapon/paint/black
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name = "Black paint"
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color = "333333"
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icon_state = "paint_black"
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/obj/item/weapon/paint/white
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name = "White paint"
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color = "FFFFFF"
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icon_state = "paint_white"
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/obj/item/weapon/paint/anycolor
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name = "Any color"
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icon_state = "paint_neutral"
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attack_self(mob/user as mob)
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var/t1 = input(user, "Please select a color:", "Locking Computer", null) in list( "red", "blue", "green", "yellow", "black", "white")
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if ((user.get_active_hand() != src || user.stat || user.restrained()))
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return
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switch(t1)
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if("red")
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color = "FF0000"
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if("blue")
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color = "0000FF"
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if("green")
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color = "00FF00"
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if("yellow")
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color = "FFFF00"
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/*
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if("violet")
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color = "FF00FF"
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*/
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if("white")
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color = "FFFFFF"
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if("black")
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color = "333333"
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icon_state = "paint_[t1]"
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add_fingerprint(user)
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return
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/obj/item/weapon/paint/afterattack(turf/target, mob/user as mob)
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if(!istype(target) || istype(target, /turf/space))
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return
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var/ind = "[initial(target.icon)][color]"
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if(!cached_icons[ind])
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var/icon/overlay = new/icon(initial(target.icon))
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overlay.Blend("#[color]",ICON_MULTIPLY)
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overlay.SetIntensity(1.4)
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target.icon = overlay
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cached_icons[ind] = target.icon
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else
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target.icon = cached_icons[ind]
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return
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/obj/item/weapon/paint/paint_remover
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name = "Paint remover"
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icon_state = "paint_neutral"
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afterattack(turf/target, mob/user as mob)
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if(istype(target) && target.icon != initial(target.icon))
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target.icon = initial(target.icon)
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return
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