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Paradise/code/game/objects/structures/crates_lockers/closets/fireaxe.dm
2018-12-17 00:07:37 -05:00

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//I still dont think this should be a closet but whatever
/obj/structure/closet/fireaxecabinet
name = "fire axe cabinet"
desc = "There is small label that reads \"For Emergency use only\" along with details for safe use of the axe. As if."
var/obj/item/twohanded/fireaxe/fireaxe = new/obj/item/twohanded/fireaxe
icon_state = "fireaxe1000"
icon_closed = "fireaxe1000"
icon_opened = "fireaxe1100"
anchored = 1
density = 0
armor = list(melee = 50, bullet = 50, laser = 50, energy = 100, bomb = 10, bio = 100, rad = 100)
var/localopened = 0 //Setting this to keep it from behaviouring like a normal closet and obstructing movement in the map. -Agouri
opened = 1
var/hitstaken = 0
locked = 1
var/smashed = 0
attackby(var/obj/item/O as obj, var/mob/living/user as mob) //Marker -Agouri
//..() //That's very useful, Erro
var/hasaxe = 0 //gonna come in handy later~
if(fireaxe)
hasaxe = 1
if(isrobot(user) || src.locked)
if(istype(O, /obj/item/multitool))
to_chat(user, "<span class='warning'>Resetting circuitry...</span>")
playsound(user, 'sound/machines/lockreset.ogg', 50, 1)
if(do_after(user, 20 * O.toolspeed, target = src))
src.locked = 0
to_chat(user, "<span class = 'caution'> You disable the locking modules.</span>")
update_icon()
return
else if(istype(O, /obj/item))
user.changeNext_move(CLICK_CD_MELEE)
var/obj/item/W = O
if(src.smashed || src.localopened)
if(localopened)
localopened = 0
icon_state = text("fireaxe[][][][]closing",hasaxe,src.localopened,src.hitstaken,src.smashed)
spawn(10) update_icon()
return
else
user.do_attack_animation(src)
playsound(user, 'sound/effects/Glasshit.ogg', 100, 1) //We don't want this playing every time
if(W.force < 15)
to_chat(user, "<span class='notice'>The cabinet's protective glass glances off the hit.</span>")
else
src.hitstaken++
if(src.hitstaken == 4)
playsound(user, 'sound/effects/glassbr3.ogg', 100, 1) //Break cabinet, receive goodies. Cabinet's fucked for life after that.
src.smashed = 1
src.locked = 0
src.localopened = 1
update_icon()
return
if(istype(O, /obj/item/twohanded/fireaxe) && src.localopened)
if(!fireaxe)
if(O:wielded)
to_chat(user, "<span class='warning'>Unwield the axe first.</span>")
return
fireaxe = O
user.drop_item(O)
src.contents += O
to_chat(user, "<span class='notice'>You place the fire axe back in the [src.name].</span>")
update_icon()
else
if(src.smashed)
return
else
localopened = !localopened
if(localopened)
icon_state = text("fireaxe[][][][]opening",hasaxe,src.localopened,src.hitstaken,src.smashed)
spawn(10) update_icon()
else
icon_state = text("fireaxe[][][][]closing",hasaxe,src.localopened,src.hitstaken,src.smashed)
spawn(10) update_icon()
else
if(src.smashed)
return
if(istype(O, /obj/item/multitool))
if(localopened)
localopened = 0
icon_state = text("fireaxe[][][][]closing",hasaxe,src.localopened,src.hitstaken,src.smashed)
spawn(10) update_icon()
return
else
to_chat(user, "<span class='warning'>Resetting circuitry...</span>")
sleep(50)
src.locked = 1
to_chat(user, "<span class='notice'>You re-enable the locking modules.</span>")
playsound(user, 'sound/machines/lockenable.ogg', 50, 1)
if(do_after(user, 20 * O.toolspeed, target = src))
src.locked = 1
to_chat(user, "<span class = 'caution'> You re-enable the locking modules.</span>")
return
else
localopened = !localopened
if(localopened)
icon_state = text("fireaxe[][][][]opening",hasaxe,src.localopened,src.hitstaken,src.smashed)
spawn(10) update_icon()
else
icon_state = text("fireaxe[][][][]closing",hasaxe,src.localopened,src.hitstaken,src.smashed)
spawn(10) update_icon()
attack_hand(mob/user as mob)
var/hasaxe = 0
if(fireaxe)
hasaxe = 1
if(src.locked)
to_chat(user, "<span class='warning'>The cabinet won't budge!</span>")
return
if(localopened)
if(fireaxe)
user.put_in_hands(fireaxe)
fireaxe = null
to_chat(user, "<span class='notice'>You take the fire axe from the [name].</span>")
src.add_fingerprint(user)
update_icon()
else
if(src.smashed)
return
else
localopened = !localopened
if(localopened)
src.icon_state = text("fireaxe[][][][]opening",hasaxe,src.localopened,src.hitstaken,src.smashed)
spawn(10) update_icon()
else
src.icon_state = text("fireaxe[][][][]closing",hasaxe,src.localopened,src.hitstaken,src.smashed)
spawn(10) update_icon()
else
localopened = !localopened //I'm pretty sure we don't need an if(src.smashed) in here. In case I'm wrong and it fucks up teh cabinet, **MARKER**. -Agouri
if(localopened)
src.icon_state = text("fireaxe[][][][]opening",hasaxe,src.localopened,src.hitstaken,src.smashed)
spawn(10) update_icon()
else
src.icon_state = text("fireaxe[][][][]closing",hasaxe,src.localopened,src.hitstaken,src.smashed)
spawn(10) update_icon()
attack_tk(mob/user as mob)
if(localopened && fireaxe)
fireaxe.forceMove(loc)
to_chat(user, "<span class='notice'>You telekinetically remove the fire axe.</span>")
fireaxe = null
update_icon()
return
attack_hand(user)
verb/toggle_openness() //nice name, huh? HUH?! -Erro //YEAH -Agouri
set name = "Open/Close"
set category = "Object"
if(isrobot(usr) || src.locked || src.smashed)
if(src.locked)
to_chat(usr, "<span class='warning'>The cabinet won't budge!</span>")
else if(src.smashed)
to_chat(usr, "<span class='notice'>The protective glass is broken!</span>")
return
localopened = !localopened
update_icon()
verb/remove_fire_axe()
set name = "Remove Fire Axe"
set category = "Object"
if(isrobot(usr))
return
if(localopened)
if(fireaxe)
usr.put_in_hands(fireaxe)
fireaxe = null
to_chat(usr, "<span class='notice'>You take the Fire axe from the [name].</span>")
else
to_chat(usr, "<span class='notice'>The [src.name] is empty.</span>")
else
to_chat(usr, "<span class='notice'>The [src.name] is closed.</span>")
update_icon()
attack_ai(mob/user as mob)
if(src.smashed)
to_chat(user, "<span class='warning'>The security of the cabinet is compromised.</span>")
return
else
locked = !locked
if(locked)
to_chat(user, "<span class='warning'>Cabinet locked.</span>")
else
to_chat(user, "<span class='notice'>Cabinet unlocked.</span>")
update_icon() //Template: fireaxe[has fireaxe][is opened][hits taken][is smashed]. If you want the opening or closing animations, add "opening" or "closing" right after the numbers
var/hasaxe = 0
if(fireaxe)
hasaxe = 1
icon_state = text("fireaxe[][][][]",hasaxe,src.localopened,src.hitstaken,src.smashed)
open()
return
close()
return