mirror of
https://github.com/ParadiseSS13/Paradise.git
synced 2026-01-01 13:12:23 +00:00
Nerfed the janicart ricochet chance a bit. Removed the coolness check from the det revolver. Removed the det revolver from the map, and made it spawn in his locker. You can now modify the det revolver to fire .357 with a screwdriver. Fixed the det revolver having one round too many. S&W Model 10 only has six shots. Updated some guncode, mostly just adding proper text styles. git-svn-id: http://tgstation13.googlecode.com/svn/trunk@5297 316c924e-a436-60f5-8080-3fe189b3f50e
133 lines
3.9 KiB
Plaintext
133 lines
3.9 KiB
Plaintext
/obj/structure/stool/bed/chair/janicart
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name = "janicart"
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icon = 'icons/obj/vehicles.dmi'
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icon_state = "pussywagon"
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anchored = 1
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density = 1
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flags = OPENCONTAINER
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//copypaste sorry
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var/amount_per_transfer_from_this = 5 //shit I dunno, adding this so syringes stop runtime erroring. --NeoFite
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var/obj/item/weapon/trashbag/mybag = null
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/obj/structure/stool/bed/chair/janicart/New()
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handle_rotation()
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var/datum/reagents/R = new/datum/reagents(100)
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reagents = R
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R.my_atom = src
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/obj/structure/stool/bed/chair/janicart/examine()
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set src in usr
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usr << "\icon[src] This pimpin' ride contains [reagents.total_volume] unit\s of water!"
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if(mybag)
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usr << "\A [mybag] is hanging on the pimpin' ride."
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/obj/structure/stool/bed/chair/janicart/attackby(obj/item/W, mob/user)
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if(istype(W, /obj/item/weapon/mop))
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if(reagents.total_volume >= 2)
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reagents.trans_to(W, 2)
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user << "<span class='notice'>You wet the mop in the pimpin' ride.</span>"
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playsound(src.loc, 'sound/effects/slosh.ogg', 25, 1)
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if(reagents.total_volume < 1)
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user << "<span class='notice'>This pimpin' ride is out of water!</span>"
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else if(istype(W, /obj/item/key))
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user << "Hold [W] in one of your hands while you drive this pimpin' ride."
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else if(istype(W, /obj/item/weapon/trashbag))
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user << "<span class='notice'>You hook the trashbag onto the pimpin' ride.</span>"
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user.drop_item()
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W.loc = src
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mybag = W
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/obj/structure/stool/bed/chair/janicart/attack_hand(mob/user)
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if(mybag)
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mybag.loc = get_turf(user)
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user.put_in_hands(mybag)
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mybag = null
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else
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..()
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/obj/structure/stool/bed/chair/janicart/relaymove(mob/user, direction)
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if(user.stat || user.stunned || user.weakened || user.paralysis)
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unbuckle()
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if(istype(user.l_hand, /obj/item/key) || istype(user.r_hand, /obj/item/key))
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step(src, direction)
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update_mob()
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handle_rotation()
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else
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user << "<span class='notice'>You'll need the keys in one of your hands to drive this pimpin' ride.</span>"
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/obj/structure/stool/bed/chair/janicart/Move()
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..()
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if(buckled_mob)
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if(buckled_mob.buckled == src)
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buckled_mob.loc = loc
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/obj/structure/stool/bed/chair/janicart/buckle_mob(mob/M, mob/user)
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if(M != user || !ismob(M) || get_dist(src, user) > 1 || user.restrained() || user.lying || user.stat || M.buckled || istype(user, /mob/living/silicon))
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return
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unbuckle()
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M.visible_message(\
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"<span class='notice'>[M] climbs onto the pimpin' ride!</span>",\
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"<span class='notice'>You climb onto the pimpin' ride!</span>")
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M.buckled = src
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M.loc = loc
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M.dir = dir
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M.update_canmove()
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buckled_mob = M
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update_mob()
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add_fingerprint(user)
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return
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/obj/structure/stool/bed/chair/janicart/unbuckle()
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if(buckled_mob)
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buckled_mob.pixel_x = 0
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buckled_mob.pixel_y = 0
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..()
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/obj/structure/stool/bed/chair/janicart/handle_rotation()
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if(dir == SOUTH)
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layer = FLY_LAYER
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else
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layer = OBJ_LAYER
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if(buckled_mob)
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if(buckled_mob.loc != loc)
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buckled_mob.buckled = null //Temporary, so Move() succeeds.
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buckled_mob.buckled = src //Restoring
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update_mob()
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/obj/structure/stool/bed/chair/janicart/proc/update_mob()
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if(buckled_mob)
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buckled_mob.dir = dir
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switch(dir)
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if(SOUTH)
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buckled_mob.pixel_x = 0
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buckled_mob.pixel_y = 7
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if(WEST)
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buckled_mob.pixel_x = 13
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buckled_mob.pixel_y = 7
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if(NORTH)
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buckled_mob.pixel_x = 0
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buckled_mob.pixel_y = 4
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if(EAST)
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buckled_mob.pixel_x = -13
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buckled_mob.pixel_y = 7
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/obj/structure/stool/bed/chair/janicart/bullet_act(var/obj/item/projectile/Proj)
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if(buckled_mob)
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if(prob(65))
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return buckled_mob.bullet_act(Proj)
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visible_message("<span class='warning'>[Proj] ricochets off the pimpin' ride!</span>")
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/obj/item/key
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name = "key"
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desc = "A keyring with a small steel key, and a pink fob reading \"Pussy Wagon\"."
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icon = 'icons/obj/vehicles.dmi'
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icon_state = "keys"
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w_class = 1 |