Files
Paradise/code/game/machinery/PDApainter.dm
Vi3trice f4b37b4177 Port TG updating appearances (#17943)
* Get pants that match or else you gonna look silly yo

* Posters

* Fix other hud elements

* Rereviewed

* Update shotglass.dm

* Fix for new merged PRs

* Typo

* Coming across other stuff

* Update theblob.dm

* No takebacksies

* smh i forget to leave a comment

* Updated for the detgun and cards

* Should have rerun langserver again

* No longer plastic, more in scope

* Damn you bluespace

* Reverting turret logic, out of scope at this point

* Tweak that part

* Went over energy guns again, and fixed UI White's sprite sheet

* Welding masks, glasses, and JUSTICE

* Update portable_atmospherics.dm

* Cleaning up, clearing things up

* Review and suggestions

* Update valve.dm

* More tweaks

* Missing character

* Not distinct lightmasks, so they can be overlays

* Update generator.dm

* Add parameter so holodeck doesn't try to make a perfect copy

* Update unsorted.dm

* Spiders

* Better fix for spiders, fix vamps too

* Ghosts

* Update telekinesis.dm

* Cleaning up old procs

* It's set up to not copy datums... Unless they're in a list

* Donuts, duct tape, and detgun. D3VR coming to Early Access

* Update procs that interact with doors so they call update_state instead

* Forgot one spot, and actually might as well just force lock

* Cleaning up other things... Sigh, and kitty ears

* oops

* Getting used to how it works

* blinds

* Going back to the suit obscuring thing, so it doesn't update all the time

* Missed that from merging master

* I made this PR and forgot about it

* Fix runtimes in cards

* Make things a bit more unified

* Update update_icons.dm

* yarn, really?

* Update library_equipment.dm

* Update shieldgen.dm

* Every time Charlie merges something, I go back and see if I can improve things further

* what's this? more?

* Update misc_special.dm

* wow, paper

* Review

* More reviews

* To be sure, seems like being broken messed something sometimes

* Brought airlocks closer to how TG works to iron out some stuff

* Pizza and morgue

* Doesn't seem to hurt, tried with holodeck

* Revert "Doesn't seem to hurt, tried with holodeck"

This reverts commit 158529302b.

* Icon conflict

* Fix organ damage

* Don't ask how. Why. It's like that on prod too.

* Cutting down on things and updating from TG.

* More flexible. Just in case the thing you stuck it on didn't destroy.

* Hydro was one the things I touched earlier on, better rework it

* Reviews

* Cleaning up further, also bri'ish

* Undo a change I did, and switch over to a more recent implementation

* Update biogenerator.dm

* Rolling back to old airlocks, but with new duct taped note

* Functionally the same. I'd just rather not have the smoothing happen there

* Went over APCs again

* Fix welding helmet names in species files

* Update airlock.dm

* Update persistent_overlay.dm

* Oh, topic
2022-07-21 08:11:59 +02:00

127 lines
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Plaintext

/obj/machinery/pdapainter
name = "PDA painter"
desc = "A PDA painting machine. To use, simply insert your PDA and choose the desired preset paint scheme."
icon = 'icons/obj/pda.dmi'
icon_state = "pdapainter"
density = TRUE
anchored = TRUE
max_integrity = 200
var/obj/item/pda/storedpda = null
var/list/colorlist = list()
/obj/machinery/pdapainter/update_icon_state()
if(stat & BROKEN)
icon_state = "[initial(icon_state)]-broken"
return
if(powered())
icon_state = initial(icon_state)
else
icon_state = "[initial(icon_state)]-off"
/obj/machinery/pdapainter/update_overlays()
. = ..()
if(stat & BROKEN)
return
if(storedpda)
. += "[initial(icon_state)]-closed"
/obj/machinery/pdapainter/Initialize(mapload)
. = ..()
var/blocked = list(/obj/item/pda/silicon/ai, /obj/item/pda/silicon/robot, /obj/item/pda/silicon/pai, /obj/item/pda/heads,
/obj/item/pda/clear, /obj/item/pda/syndicate, /obj/item/pda/chameleon, /obj/item/pda/chameleon/broken)
for(var/thing in typesof(/obj/item/pda) - blocked)
var/obj/item/pda/P = thing
colorlist[initial(P.icon_state)] = initial(P.desc)
/obj/machinery/pdapainter/Destroy()
QDEL_NULL(storedpda)
return ..()
/obj/machinery/pdapainter/on_deconstruction()
if(storedpda)
storedpda.forceMove(loc)
storedpda = null
/obj/machinery/pdapainter/ex_act(severity)
if(storedpda)
storedpda.ex_act(severity)
..()
/obj/machinery/pdapainter/handle_atom_del(atom/A)
if(A == storedpda)
storedpda = null
update_icon()
/obj/machinery/pdapainter/attackby(obj/item/I, mob/user, params)
if(default_unfasten_wrench(user, I))
power_change()
return
if(istype(I, /obj/item/pda))
if(storedpda)
to_chat(user, "There is already a PDA inside.")
return
else
var/obj/item/pda/P = user.get_active_hand()
if(istype(P))
if(user.drop_item())
storedpda = P
P.forceMove(src)
P.add_fingerprint(user)
update_icon()
else
return ..()
/obj/machinery/pdapainter/welder_act(mob/user, obj/item/I)
. = TRUE
if(!I.tool_use_check(user, 0))
return
default_welder_repair(user, I)
/obj/machinery/pdapainter/deconstruct(disassembled = TRUE)
if(!(flags & NODECONSTRUCT))
if(!(stat & BROKEN))
stat |= BROKEN
update_icon()
/obj/machinery/pdapainter/attack_hand(mob/user as mob)
if(..())
return 1
src.add_fingerprint(user)
if(storedpda)
var/obj/item/pda/P
P = input(user, "Select your color!", "PDA Painting") as null|anything in colorlist
if(!P)
return
if(!in_range(src, user))
return
storedpda.icon_state = P
storedpda.desc = colorlist[P]
else
to_chat(user, "<span class='notice'>[src] is empty.</span>")
/obj/machinery/pdapainter/verb/ejectpda()
set name = "Eject PDA"
set category = "Object"
set src in oview(1)
if(usr.incapacitated())
return
if(storedpda)
storedpda.loc = get_turf(src.loc)
storedpda = null
update_icon()
else
to_chat(usr, "<span class='notice'>[src] is empty.</span>")
/obj/machinery/pdapainter/power_change()
..()
update_icon()