mirror of
https://github.com/ParadiseSS13/Paradise.git
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* 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
127 lines
2.9 KiB
Plaintext
127 lines
2.9 KiB
Plaintext
/obj/machinery/pdapainter
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name = "PDA painter"
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desc = "A PDA painting machine. To use, simply insert your PDA and choose the desired preset paint scheme."
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icon = 'icons/obj/pda.dmi'
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icon_state = "pdapainter"
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density = TRUE
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anchored = TRUE
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max_integrity = 200
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var/obj/item/pda/storedpda = null
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var/list/colorlist = list()
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/obj/machinery/pdapainter/update_icon_state()
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if(stat & BROKEN)
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icon_state = "[initial(icon_state)]-broken"
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return
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if(powered())
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icon_state = initial(icon_state)
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else
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icon_state = "[initial(icon_state)]-off"
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/obj/machinery/pdapainter/update_overlays()
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. = ..()
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if(stat & BROKEN)
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return
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if(storedpda)
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. += "[initial(icon_state)]-closed"
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/obj/machinery/pdapainter/Initialize(mapload)
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. = ..()
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var/blocked = list(/obj/item/pda/silicon/ai, /obj/item/pda/silicon/robot, /obj/item/pda/silicon/pai, /obj/item/pda/heads,
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/obj/item/pda/clear, /obj/item/pda/syndicate, /obj/item/pda/chameleon, /obj/item/pda/chameleon/broken)
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for(var/thing in typesof(/obj/item/pda) - blocked)
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var/obj/item/pda/P = thing
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colorlist[initial(P.icon_state)] = initial(P.desc)
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/obj/machinery/pdapainter/Destroy()
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QDEL_NULL(storedpda)
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return ..()
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/obj/machinery/pdapainter/on_deconstruction()
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if(storedpda)
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storedpda.forceMove(loc)
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storedpda = null
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/obj/machinery/pdapainter/ex_act(severity)
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if(storedpda)
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storedpda.ex_act(severity)
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..()
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/obj/machinery/pdapainter/handle_atom_del(atom/A)
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if(A == storedpda)
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storedpda = null
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update_icon()
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/obj/machinery/pdapainter/attackby(obj/item/I, mob/user, params)
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if(default_unfasten_wrench(user, I))
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power_change()
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return
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if(istype(I, /obj/item/pda))
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if(storedpda)
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to_chat(user, "There is already a PDA inside.")
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return
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else
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var/obj/item/pda/P = user.get_active_hand()
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if(istype(P))
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if(user.drop_item())
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storedpda = P
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P.forceMove(src)
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P.add_fingerprint(user)
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update_icon()
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else
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return ..()
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/obj/machinery/pdapainter/welder_act(mob/user, obj/item/I)
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. = TRUE
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if(!I.tool_use_check(user, 0))
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return
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default_welder_repair(user, I)
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/obj/machinery/pdapainter/deconstruct(disassembled = TRUE)
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if(!(flags & NODECONSTRUCT))
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if(!(stat & BROKEN))
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stat |= BROKEN
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update_icon()
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/obj/machinery/pdapainter/attack_hand(mob/user as mob)
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if(..())
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return 1
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src.add_fingerprint(user)
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if(storedpda)
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var/obj/item/pda/P
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P = input(user, "Select your color!", "PDA Painting") as null|anything in colorlist
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if(!P)
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return
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if(!in_range(src, user))
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return
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storedpda.icon_state = P
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storedpda.desc = colorlist[P]
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else
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to_chat(user, "<span class='notice'>[src] is empty.</span>")
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/obj/machinery/pdapainter/verb/ejectpda()
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set name = "Eject PDA"
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set category = "Object"
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set src in oview(1)
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if(usr.incapacitated())
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return
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if(storedpda)
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storedpda.loc = get_turf(src.loc)
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storedpda = null
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update_icon()
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else
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to_chat(usr, "<span class='notice'>[src] is empty.</span>")
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/obj/machinery/pdapainter/power_change()
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..()
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update_icon()
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