Files
Polaris/code/modules/paperwork/folders.dm
sieve32@gmail.com 459c558898 -Make holodeck eswords a child of obj/item/weapon/holo instead of regular eswords, clumsy check removed as a result, and you can no longer do things like cutting through walls or doors or what have you. (Fixes Issue 665)
-Redid icons to be more optimized at compile by setting icon = 'icons/folder/icon.dmi' instead of just icon = 'icon.dmi', meaning that Dream Maker doesn't have to search through every single file for every single .dmi. This shouldn't lead to any errors because of how I went about it, plus the fact that Dream Maker would have freaked out if I screwed something up. Also moved around 2 icons that weren't sorted well.

r4146 compile time: 1 minute, 40 seconds
r4147 compile time: 45 seconds

[VGTG]

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4147 316c924e-a436-60f5-8080-3fe189b3f50e
2012-07-23 00:48:51 +00:00

85 lines
2.6 KiB
Plaintext

/obj/item/weapon/folder
name = "folder"
desc = "A folder."
icon = 'icons/obj/bureaucracy.dmi'
icon_state = "folder"
w_class = 2
pressure_resistance = 2
/obj/item/weapon/folder/blue
desc = "A blue folder."
icon_state = "folder_blue"
/obj/item/weapon/folder/red
desc = "A red folder."
icon_state = "folder_red"
/obj/item/weapon/folder/yellow
desc = "A yellow folder."
icon_state = "folder_yellow"
/obj/item/weapon/folder/white
desc = "A white folder."
icon_state = "folder_white"
/obj/item/weapon/folder/update_icon()
overlays = null
if(contents.len)
overlays += "folder_paper"
return
/obj/item/weapon/folder/attackby(obj/item/weapon/W as obj, mob/user as mob)
if(istype(W, /obj/item/weapon/paper) || istype(W, /obj/item/weapon/photo))
user.drop_item()
W.loc = src
user << "\blue You put the [W] into the folder."
update_icon()
else if(istype(W, /obj/item/weapon/pen))
var/n_name = copytext(sanitize(input(usr, "What would you like to label the folder?", "Folder Labelling", null) as text),1,MAX_NAME_LEN)
if ((loc == usr && usr.stat == 0))
name = "folder[(n_name ? text("- '[n_name]'") : null)]"
return
/obj/item/weapon/folder/attack_self(mob/user as mob)
var/dat = "<title>[name]</title>"
for(var/obj/item/weapon/paper/P in src)
dat += "<A href='?src=\ref[src];remove=\ref[P]'>Remove</A> - <A href='?src=\ref[src];read=\ref[P]'>[P.name]</A><BR>"
for(var/obj/item/weapon/photo/Ph in src)
dat += "<A href='?src=\ref[src];remove=\ref[Ph]'>Remove</A> - [Ph.name]<BR>"
user << browse(dat, "window=folder")
onclose(user, "folder")
add_fingerprint(usr)
return
/obj/item/weapon/folder/Topic(href, href_list)
..()
if ((usr.stat || usr.restrained()))
return
if (usr.contents.Find(src))
if(href_list["remove"])
var/obj/item/P = locate(href_list["remove"])
if(P)
P.loc = usr.loc
if(ishuman(usr))
if(!usr.get_active_hand())
usr.put_in_hands(P)
else
P.loc = get_turf(usr)
if(href_list["read"])
var/obj/item/weapon/paper/P = locate(href_list["read"])
if(P)
if(!(istype(usr, /mob/living/carbon/human) || istype(usr, /mob/dead/observer) || istype(usr, /mob/living/silicon)))
usr << browse("<HTML><HEAD><TITLE>[P.name]</TITLE></HEAD><BODY>[stars(P.info)][P.stamps]</BODY></HTML>", "window=[P.name]")
onclose(usr, "[P.name]")
else
usr << browse("<HTML><HEAD><TITLE>[P.name]</TITLE></HEAD><BODY>[P.info][P.stamps]</BODY></HTML>", "window=[P.name]")
onclose(usr, "[P.name]")
//Update everything
attack_self(usr)
update_icon()
return