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- Replaced them with a whole range of inventory slot flags. These now govern whether an item can or can't be placed in a certain inventory slot. See setup.dm for information on the flags. These flags only affect humans tho, as humans are the only beings with an inventory to talk of. - Standardized some gun code and some other pieces of code as I came accross them. I hate indented variable definitions! This commit should not bring any change whatsoever to the game from a player's perspective. Revision: r3659 Author: baloh.matevz
58 lines
1.4 KiB
Plaintext
58 lines
1.4 KiB
Plaintext
/obj/structure/extinguisher_cabinet
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name = "extinguisher cabinet"
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desc = "A small wall mounted cabinet designed to hold a fire extinguisher."
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icon = 'closet.dmi'
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icon_state = "extinguisher_closed"
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anchored = 1
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density = 0
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var/obj/item/weapon/extinguisher/has_extinguisher = new/obj/item/weapon/extinguisher
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var/opened = 0
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/obj/structure/extinguisher_cabinet/attackby(var/obj/item/O as obj, var/mob/user as mob)
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if (isrobot(usr))
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return
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if (istype(O, /obj/item/weapon/extinguisher))
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if(!has_extinguisher && opened)
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user.drop_item(O)
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src.contents += O
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has_extinguisher = O
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user << "\blue You place the extinguisher in the [src.name]."
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else
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opened = !opened
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else
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opened = !opened
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update_icon()
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/obj/structure/extinguisher_cabinet/attack_hand(mob/user as mob)
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if(has_extinguisher)
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user.put_in_hand(has_extinguisher)
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has_extinguisher = null
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user << "\blue You take the extinguisher from the [name]."
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opened = 1
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else
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opened = !opened
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update_icon()
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/obj/structure/extinguisher_cabinet/attack_paw(mob/user as mob)
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attack_hand(user)
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return
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/obj/structure/extinguisher_cabinet/update_icon()
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if(!opened)
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icon_state = "extinguisher_closed"
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return
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if(has_extinguisher)
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if(istype(has_extinguisher, /obj/item/weapon/extinguisher/mini))
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icon_state = "extinguisher_mini"
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else
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icon_state = "extinguisher_full"
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else
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icon_state = "extinguisher_empty" |