/* CONTAINS: RSF */ /obj/item/weapon/rsf/New() desc = "A RSF. It currently holds [matter]/30 fabrication-units." return /obj/item/weapon/rsf/attackby(obj/item/weapon/W as obj, mob/user as mob) ..() if (istype(W, /obj/item/weapon/rcd_ammo)) if ((matter + 10) > 30) user << "The RSF cant hold any more matter." return del(W) matter += 10 playsound(src.loc, 'click.ogg', 10, 1) user << "The RSF now holds [matter]/30 fabrication-units." desc = "A RSF. It currently holds [matter]/30 fabrication-units." return /obj/item/weapon/rsf/attack_self(mob/user as mob) playsound(src.loc, 'pop.ogg', 50, 0) if (mode == 1) mode = 2 user << "Changed dispensing mode to 'Drinking Glass'" return if (mode == 2) mode = 3 user << "Changed dispensing mode to 'Paper'" return if (mode == 3) mode = 4 user << "Changed dispensing mode to 'Pen'" return if (mode == 4) mode = 5 user << "Changed dispensing mode to 'Dice Pack'" return if (mode == 5) mode = 6 user << "Changed dispensing mode to 'Cigarette'" return if (mode == 6) mode = 1 user << "Changed dispensing mode to 'Dosh'" return // Change mode /obj/item/weapon/rsf/afterattack(atom/A, mob/user as mob) if (!(istype(A, /obj/structure/table) || istype(A, /turf/simulated/floor))) return if (istype(A, /obj/structure/table) && mode == 1) if (istype(A, /obj/structure/table) && matter >= 1) user << "Dispensing Dosh..." playsound(src.loc, 'click.ogg', 10, 1) new /obj/item/weapon/spacecash/c10( A.loc ) if (isrobot(user)) var/mob/living/silicon/robot/engy = user engy.cell.charge -= 200 //once money becomes useful, I guess changing this to a high ammount, like 500 units a kick, till then, enjoy dosh! else matter-- user << "The RSF now holds [matter]/30 fabrication-units." desc = "A RSF. It currently holds [matter]/30 fabrication-units." return else if (istype(A, /turf/simulated/floor) && mode == 1) if (istype(A, /turf/simulated/floor) && matter >= 1) user << "Dispensing Dosh..." playsound(src.loc, 'click.ogg', 10, 1) new /obj/item/weapon/spacecash/c10( A ) if (isrobot(user)) var/mob/living/silicon/robot/engy = user engy.cell.charge -= 200 //once money becomes useful, I guess changing this to a high ammount, like 500 units a kick, till then, enjoy dosh! else matter-- user << "The RSF now holds [matter]/30 fabrication-units." desc = "A RSF. It currently holds [matter]/30 fabrication-units." return else if (istype(A, /obj/structure/table) && mode == 2) if (istype(A, /obj/structure/table) && matter >= 1) user << "Dispensing Drinking Glass..." playsound(src.loc, 'click.ogg', 10, 1) new /obj/item/weapon/reagent_containers/food/drinks/drinkingglass( A.loc ) if (isrobot(user)) var/mob/living/silicon/robot/engy = user engy.cell.charge -= 50 else matter-- user << "The RSF now holds [matter]/30 fabrication-units." desc = "A RSF. It currently holds [matter]/30 fabrication-units." return else if (istype(A, /turf/simulated/floor) && mode == 2) if (istype(A, /turf/simulated/floor) && matter >= 1) user << "Dispensing Drinking Glass..." playsound(src.loc, 'click.ogg', 10, 1) new /obj/item/weapon/reagent_containers/food/drinks/drinkingglass( A ) if (isrobot(user)) var/mob/living/silicon/robot/engy = user engy.cell.charge -= 50 else matter-- user << "The RSF now holds [matter]/30 fabrication-units." desc = "A RSF. It currently holds [matter]/30 fabrication-units." return else if (istype(A, /obj/structure/table) && mode == 3) if (istype(A, /obj/structure/table) && matter >= 1) user << "Dispensing Paper Sheet..." playsound(src.loc, 'click.ogg', 10, 1) new /obj/item/weapon/paper( A.loc ) if (isrobot(user)) var/mob/living/silicon/robot/engy = user engy.cell.charge -= 10 else matter-- user << "The RSF now holds [matter]/30 fabrication-units." desc = "A RSF. It currently holds [matter]/30 fabrication-units." return else if (istype(A, /turf/simulated/floor) && mode == 3) if (istype(A, /turf/simulated/floor) && matter >= 1) user << "Dispensing Paper Sheet..." playsound(src.loc, 'click.ogg', 10, 1) new /obj/item/weapon/paper( A ) if (isrobot(user)) var/mob/living/silicon/robot/engy = user engy.cell.charge -= 10 else matter-- user << "The RSF now holds [matter]/30 fabrication-units." desc = "A RSF. It currently holds [matter]/30 fabrication-units." return else if (istype(A, /obj/structure/table) && mode == 4) if (istype(A, /obj/structure/table) && matter >= 1) user << "Dispensing Pen..." playsound(src.loc, 'click.ogg', 10, 1) new /obj/item/weapon/pen( A.loc ) if (isrobot(user)) var/mob/living/silicon/robot/engy = user engy.cell.charge -= 50 else matter-- user << "The RSF now holds [matter]/30 fabrication-units." desc = "A RSF. It currently holds [matter]/30 fabrication-units." return else if (istype(A, /turf/simulated/floor) && mode == 4) if (istype(A, /turf/simulated/floor) && matter >= 1) user << "Dispensing Pen..." playsound(src.loc, 'click.ogg', 10, 1) new /obj/item/weapon/pen( A ) if (isrobot(user)) var/mob/living/silicon/robot/engy = user engy.cell.charge -= 50 else matter-- user << "The RSF now holds [matter]/30 fabrication-units." desc = "A RSF. It currently holds [matter]/30 fabrication-units." return else if (istype(A, /obj/structure/table) && mode == 5) if (istype(A, /obj/structure/table) && matter >= 1) user << "Dispensing Dice Pack..." playsound(src.loc, 'click.ogg', 10, 1) new /obj/item/weapon/storage/dice( A.loc ) if (isrobot(user)) var/mob/living/silicon/robot/engy = user engy.cell.charge -= 200 else matter-- user << "The RSF now holds [matter]/30 fabrication-units." desc = "A RSF. It currently holds [matter]/30 fabrication-units." return else if (istype(A, /turf/simulated/floor) && mode == 5) if (istype(A, /turf/simulated/floor) && matter >= 1) user << "Dispensing Dice Pack..." playsound(src.loc, 'click.ogg', 10, 1) new /obj/item/weapon/storage/dice( A ) if (isrobot(user)) var/mob/living/silicon/robot/engy = user engy.cell.charge -= 200 else matter-- user << "The RSF now holds [matter]/30 fabrication-units." desc = "A RSF. It currently holds [matter]/30 fabrication-units." return else if (istype(A, /obj/structure/table) && mode == 6) if (istype(A, /obj/structure/table) && matter >= 1) user << "Dispensing Cigarette..." playsound(src.loc, 'click.ogg', 10, 1) new /obj/item/clothing/mask/cigarette( A.loc ) if (isrobot(user)) var/mob/living/silicon/robot/engy = user engy.cell.charge -= 10 else matter-- user << "The RSF now holds [matter]/30 fabrication-units." desc = "A RSF. It currently holds [matter]/30 fabrication-units." return else if (istype(A, /turf/simulated/floor) && mode == 6) if (istype(A, /turf/simulated/floor) && matter >= 1) user << "Dispensing Cigarette..." playsound(src.loc, 'click.ogg', 10, 1) new /obj/item/clothing/mask/cigarette( A ) if (isrobot(user)) var/mob/living/silicon/robot/engy = user engy.cell.charge -= 10 else matter-- user << "The RSF now holds [matter]/30 fabrication-units." desc = "A RSF. It currently holds [matter]/30 fabrication-units." return