Files
Paradise/code/game/objects/closets.dm
elly1989@rocketmail.com 4073ac9b00 Replaced all 'file.extension' references with 'relativepath/file.extension' using a script by thvortex of ss13-daedalus.
All credits to the author for this handy little script.
I Committed the modified python script to tool directory. Although it needs to be in the root folder of your repo to work.

To notice the improved compile times, in dreammaker go to Build > Preferences > and untick "automatically set file_dir for subfolders"

If this commit inteferes with any large projects just revert it, do your thing, then rerun the script. Easy-peasy.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4488 316c924e-a436-60f5-8080-3fe189b3f50e
2012-08-18 16:33:40 +00:00

252 lines
6.6 KiB
Plaintext

/obj/structure/closet/alter_health()
return get_turf(src)
/obj/structure/closet/CanPass(atom/movable/mover, turf/target, height=0, air_group=0)
if(air_group || (height==0 || wall_mounted)) return 1
return (!density)
/obj/structure/closet/proc/can_open()
if(src.welded)
return 0
return 1
/obj/structure/closet/proc/can_close()
for(var/obj/structure/closet/closet in get_turf(src))
if(closet != src)
return 0
return 1
/obj/structure/closet/proc/dump_contents()
//Cham Projector Exception
for(var/obj/effect/dummy/chameleon/AD in src)
AD.loc = src.loc
for(var/obj/item/I in src)
I.loc = src.loc
for(var/mob/M in src)
M.loc = src.loc
if(M.client)
M.client.eye = M.client.mob
M.client.perspective = MOB_PERSPECTIVE
/obj/structure/closet/proc/open()
if(src.opened)
return 0
if(!src.can_open())
return 0
src.dump_contents()
src.icon_state = src.icon_opened
src.opened = 1
if(istype(src, /obj/structure/closet/body_bag))
playsound(src.loc, 'sound/items/zip.ogg', 15, 1, -3)
else
playsound(src.loc, 'sound/machines/click.ogg', 15, 1, -3)
density = 0
return 1
/obj/structure/closet/proc/close()
if(!src.opened)
return 0
if(!src.can_close())
return 0
var/itemcount = 0
//Cham Projector Exception
for(var/obj/effect/dummy/chameleon/AD in src.loc)
if(itemcount >= storage_capacity)
break
AD.loc = src
itemcount++
for(var/obj/item/I in src.loc)
if(itemcount >= storage_capacity)
break
if(!I.anchored)
I.loc = src
itemcount++
for(var/mob/M in src.loc)
if(itemcount >= storage_capacity)
break
if(istype (M, /mob/dead/observer))
continue
if(M.buckled)
continue
if(M.client)
M.client.perspective = EYE_PERSPECTIVE
M.client.eye = src
M.loc = src
itemcount++
src.icon_state = src.icon_closed
src.opened = 0
if(istype(src, /obj/structure/closet/body_bag))
playsound(src.loc, 'sound/items/zip.ogg', 15, 1, -3)
else
playsound(src.loc, 'sound/machines/click.ogg', 15, 1, -3)
density = 1
return 1
/obj/structure/closet/proc/toggle()
if(src.opened)
return src.close()
return src.open()
// this should probably use dump_contents()
/obj/structure/closet/ex_act(severity)
switch(severity)
if(1)
for(var/atom/movable/A as mob|obj in src)//pulls everything out of the locker and hits it with an explosion
A.loc = src.loc
A.ex_act(severity++)
del(src)
if(2)
if(prob(50))
for (var/atom/movable/A as mob|obj in src)
A.loc = src.loc
A.ex_act(severity++)
del(src)
if(3)
if(prob(5))
for(var/atom/movable/A as mob|obj in src)
A.loc = src.loc
A.ex_act(severity++)
del(src)
/obj/structure/closet/bullet_act(var/obj/item/projectile/Proj)
health -= Proj.damage
..()
if(health <= 0)
for(var/atom/movable/A as mob|obj in src)
A.loc = src.loc
del(src)
return
// this should probably use dump_contents()
/obj/structure/closet/blob_act()
if(prob(75))
for(var/atom/movable/A as mob|obj in src)
A.loc = src.loc
del(src)
/obj/structure/closet/meteorhit(obj/O as obj)
if(O.icon_state == "flaming")
for(var/mob/M in src)
M.meteorhit(O)
src.dump_contents()
del(src)
/obj/structure/closet/attackby(obj/item/weapon/W as obj, mob/user as mob)
if(src.opened)
if(istype(W, /obj/item/weapon/grab))
src.MouseDrop_T(W:affecting, user) //act like they were dragged onto the closet
if(istype(W, /obj/item/weapon/weldingtool))
var/obj/item/weapon/weldingtool/WT = W
if(!WT.remove_fuel(0,user))
user << "<span class='notice'>You need more welding fuel to complete this task.</span>"
return
new /obj/item/stack/sheet/metal(src.loc)
for(var/mob/M in viewers(src))
M.show_message("<span class='notice'>\The [src] has been cut apart by [user] with \the [WT].</span>", 3, "You hear welding.", 2)
del(src)
return
if(isrobot(user))
return
usr.drop_item()
if(W)
W.loc = src.loc
else if(istype(W, /obj/item/weapon/packageWrap))
return
else if(istype(W, /obj/item/weapon/weldingtool))
var/obj/item/weapon/weldingtool/WT = W
if(!WT.remove_fuel(0,user))
user << "<span class='notice'>You need more welding fuel to complete this task.</span>"
return
src.welded =! src.welded
src.update_icon()
for(var/mob/M in viewers(src))
M.show_message("<span class='warning'>[src] has been [welded?"welded shut":"unwelded"] by [user.name].</span>", 3, "You hear welding.", 2)
else
src.attack_hand(user)
return
/obj/structure/closet/MouseDrop_T(atom/movable/O as mob|obj, mob/user as mob)
if(istype(O, /obj/screen) || istype(O, /obj/hud)) //fix for HUD elements making their way into the world -Pete
return
if(O.loc == user)
return
if(user.restrained() || user.stat || user.weakened || user.stunned || user.paralysis)
return
if((!( istype(O, /atom/movable) ) || O.anchored || get_dist(user, src) > 1 || get_dist(user, O) > 1 || user.contents.Find(src)))
return
if(user.loc==null) // just in case someone manages to get a closet into the blue light dimension, as unlikely as that seems
return
if(!istype(user.loc, /turf)) // are you in a container/closet/pod/etc?
return
if(!src.opened)
return
if(istype(O, /obj/structure/closet))
return
step_towards(O, src.loc)
if(user != O)
user.show_viewers("<span class='danger'>[user] stuffs [O] into [src]!</span>")
src.add_fingerprint(user)
return
/obj/structure/closet/relaymove(mob/user as mob)
if(user.stat)
return
if(!src.open())
user << "<span class='notice'>It won't budge!</span>"
if(!lastbang)
lastbang = 1
for (var/mob/M in hearers(src, null))
M << text("<FONT size=[]>BANG, bang!</FONT>", max(0, 5 - get_dist(src, M)))
spawn(30)
lastbang = 0
/obj/structure/closet/attack_paw(mob/user as mob)
return src.attack_hand(user)
/obj/structure/closet/attack_hand(mob/user as mob)
src.add_fingerprint(user)
if(!src.toggle())
usr << "<span class='notice'>It won't budge!</span>"
/obj/structure/closet/verb/verb_toggleopen()
set src in oview(1)
set category = "Object"
set name = "Toggle Open"
if(!usr.canmove || usr.stat || usr.restrained())
return
if(ishuman(usr))
src.attack_hand(usr)
else
usr << "<span class='warning'>This mob type can't use this verb.</span>"
/obj/structure/closet/update_icon()//Putting the welded stuff in updateicon() so it's easy to overwrite for special cases (Fridges, cabinets, and whatnot)
overlays = null
if(!opened)
icon_state = icon_closed
if(welded)
overlays += "welded"
else
icon_state = icon_opened