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A lot of new defines are now in inventory_sizes.dm, which contains; All the size identifiers (the thing that tells the game if something is bulky, or w/e). Storage costs for all the sizes, which are exponents of two, as previously. A few constants for inventory size. Also changes all storage item's capacity definitions by basing it off of how many 'normal slots' exist for it. This allows one to change the definition for all of the defines in the file, and everything will follow along without needing to change 500 files. In testing, I made all ITEMSIZE_COST_* defines doubled, and nothing had broke. The benefit of doing all of this is that it makes adding new weight classes in the future much simpler, and makes knowing how much space a container has easier, as seeing ITEMSIZE_COST_NORMAL * 7 means it can hold seven normal items.
311 lines
7.3 KiB
Plaintext
311 lines
7.3 KiB
Plaintext
/datum/playingcard
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var/name = "playing card"
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var/card_icon = "card_back"
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var/back_icon = "card_back"
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/obj/item/weapon/deck
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w_class = ITEMSIZE_SMALL
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icon = 'icons/obj/playing_cards.dmi'
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var/list/cards = list()
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/obj/item/weapon/deck/holder
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name = "card box"
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desc = "A small leather case to show how classy you are compared to everyone else."
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icon_state = "card_holder"
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/obj/item/weapon/deck/cards
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name = "deck of cards"
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desc = "A simple deck of playing cards."
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icon_state = "deck"
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/obj/item/weapon/deck/cards/New()
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..()
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var/datum/playingcard/P
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for(var/suit in list("spades","clubs","diamonds","hearts"))
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var/colour
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if(suit == "spades" || suit == "clubs")
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colour = "black_"
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else
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colour = "red_"
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for(var/number in list("ace","two","three","four","five","six","seven","eight","nine","ten"))
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P = new()
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P.name = "[number] of [suit]"
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P.card_icon = "[colour]num"
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P.back_icon = "card_back"
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cards += P
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for(var/number in list("jack","queen","king"))
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P = new()
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P.name = "[number] of [suit]"
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P.card_icon = "[colour]col"
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P.back_icon = "card_back"
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cards += P
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for(var/i = 0,i<2,i++)
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P = new()
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P.name = "joker"
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P.card_icon = "joker"
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cards += P
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/obj/item/weapon/deck/attackby(obj/O as obj, mob/user as mob)
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if(istype(O,/obj/item/weapon/hand))
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var/obj/item/weapon/hand/H = O
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for(var/datum/playingcard/P in H.cards)
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cards += P
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qdel(O)
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user << "You place your cards on the bottom of \the [src]."
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return
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..()
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/obj/item/weapon/deck/verb/draw_card()
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set category = "Object"
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set name = "Draw"
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set desc = "Draw a card from a deck."
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set src in view(1)
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if(usr.stat || !Adjacent(usr)) return
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if(!istype(usr,/mob/living/carbon))
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return
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var/mob/living/carbon/user = usr
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if(!cards.len)
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usr << "There are no cards in the deck."
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return
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var/obj/item/weapon/hand/H = user.get_type_in_hands(/obj/item/weapon/hand)
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if(!H)
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H = new(get_turf(src))
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user.put_in_hands(H)
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if(!H || !user) return
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var/datum/playingcard/P = cards[1]
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H.cards += P
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cards -= P
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H.update_icon()
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user.visible_message("\The [user] draws a card.")
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user << "It's the [P]."
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/obj/item/weapon/deck/verb/deal_card()
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set category = "Object"
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set name = "Deal"
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set desc = "Deal a card from a deck."
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set src in view(1)
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if(usr.stat || !Adjacent(usr)) return
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if(!cards.len)
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usr << "There are no cards in the deck."
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return
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var/list/players = list()
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for(var/mob/living/player in viewers(3))
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if(!player.stat)
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players += player
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//players -= usr
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var/mob/living/M = input("Who do you wish to deal a card?") as null|anything in players
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if(!usr || !src || !M) return
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deal_at(usr, M)
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/obj/item/weapon/deck/proc/deal_at(mob/user, mob/target)
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var/obj/item/weapon/hand/H = new(get_step(user, user.dir))
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H.cards += cards[1]
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cards -= cards[1]
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H.concealed = 1
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H.update_icon()
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if(user==target)
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user.visible_message("\The [user] deals a card to \himself.")
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else
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user.visible_message("\The [user] deals a card to \the [target].")
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H.throw_at(get_step(target,target.dir),10,1,H)
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/obj/item/weapon/hand/attackby(obj/O as obj, mob/user as mob)
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if(cards.len == 1 && istype(O, /obj/item/weapon/pen))
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var/datum/playingcard/P = cards[1]
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if(P.name != "Blank Card")
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user << "You cannot write on that card."
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return
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var/cardtext = sanitize(input(user, "What do you wish to write on the card?", "Card Editing") as text|null, MAX_PAPER_MESSAGE_LEN)
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if(!cardtext)
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return
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P.name = cardtext
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// SNOWFLAKE FOR CAG, REMOVE IF OTHER CARDS ARE ADDED THAT USE THIS.
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P.card_icon = "cag_white_card"
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update_icon()
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else if(istype(O,/obj/item/weapon/hand))
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var/obj/item/weapon/hand/H = O
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for(var/datum/playingcard/P in cards)
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H.cards += P
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H.concealed = src.concealed
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user.drop_from_inventory(src)
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qdel(src)
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H.update_icon()
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return
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..()
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/obj/item/weapon/deck/attack_self(var/mob/user as mob)
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var/list/newcards = list()
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while(cards.len)
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var/datum/playingcard/P = pick(cards)
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newcards += P
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cards -= P
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cards = newcards
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user.visible_message("\The [user] shuffles [src].")
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/obj/item/weapon/deck/MouseDrop(atom/over)
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if(!usr || !over) return
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if(!Adjacent(usr) || !over.Adjacent(usr)) return // should stop you from dragging through windows
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if(!ishuman(over) || !(over in viewers(3))) return
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if(!cards.len)
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usr << "There are no cards in the deck."
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return
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deal_at(usr, over)
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/obj/item/weapon/pack/
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name = "Card Pack"
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desc = "For those with disposible income."
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icon_state = "card_pack"
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icon = 'icons/obj/playing_cards.dmi'
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w_class = ITEMSIZE_TINY
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var/list/cards = list()
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/obj/item/weapon/pack/attack_self(var/mob/user as mob)
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user.visible_message("[user] rips open \the [src]!")
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var/obj/item/weapon/hand/H = new()
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H.cards += cards
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cards.Cut();
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user.drop_item()
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qdel(src)
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H.update_icon()
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user.put_in_active_hand(H)
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/obj/item/weapon/hand
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name = "hand of cards"
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desc = "Some playing cards."
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icon = 'icons/obj/playing_cards.dmi'
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icon_state = "empty"
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w_class = ITEMSIZE_TINY
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var/concealed = 0
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var/list/cards = list()
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/obj/item/weapon/hand/verb/discard()
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set category = "Object"
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set name = "Discard"
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set desc = "Place a card from your hand in front of you."
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var/list/to_discard = list()
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for(var/datum/playingcard/P in cards)
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to_discard[P.name] = P
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var/discarding = input("Which card do you wish to put down?") as null|anything in to_discard
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if(!discarding || !to_discard[discarding] || !usr || !src) return
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var/datum/playingcard/card = to_discard[discarding]
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to_discard.Cut()
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var/obj/item/weapon/hand/H = new(src.loc)
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H.cards += card
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cards -= card
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H.concealed = 0
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H.update_icon()
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src.update_icon()
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usr.visible_message("\The [usr] plays \the [discarding].")
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H.loc = get_step(usr,usr.dir)
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if(!cards.len)
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qdel(src)
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/obj/item/weapon/hand/attack_self(var/mob/user as mob)
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concealed = !concealed
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update_icon()
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user.visible_message("\The [user] [concealed ? "conceals" : "reveals"] their hand.")
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/obj/item/weapon/hand/examine(mob/user)
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..(user)
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if((!concealed || src.loc == user) && cards.len)
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user << "It contains: "
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for(var/datum/playingcard/P in cards)
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user << "\The [P.name]."
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/obj/item/weapon/hand/update_icon(var/direction = 0)
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if(!cards.len)
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qdel(src)
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return
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else if(cards.len > 1)
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name = "hand of cards"
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desc = "Some playing cards."
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else
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name = "a playing card"
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desc = "A playing card."
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overlays.Cut()
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if(cards.len == 1)
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var/datum/playingcard/P = cards[1]
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var/image/I = new(src.icon, (concealed ? "[P.back_icon]" : "[P.card_icon]") )
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I.pixel_x += (-5+rand(10))
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I.pixel_y += (-5+rand(10))
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overlays += I
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return
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var/offset = Floor(20/cards.len)
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var/matrix/M = matrix()
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if(direction)
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switch(direction)
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if(NORTH)
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M.Translate( 0, 0)
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if(SOUTH)
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M.Translate( 0, 4)
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if(WEST)
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M.Turn(90)
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M.Translate( 3, 0)
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if(EAST)
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M.Turn(90)
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M.Translate(-2, 0)
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var/i = 0
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for(var/datum/playingcard/P in cards)
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var/image/I = new(src.icon, (concealed ? "[P.back_icon]" : "[P.card_icon]") )
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//I.pixel_x = origin+(offset*i)
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switch(direction)
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if(SOUTH)
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I.pixel_x = 8-(offset*i)
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if(WEST)
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I.pixel_y = -6+(offset*i)
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if(EAST)
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I.pixel_y = 8-(offset*i)
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else
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I.pixel_x = -7+(offset*i)
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I.transform = M
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overlays += I
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i++
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/obj/item/weapon/hand/dropped(mob/user as mob)
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if(locate(/obj/structure/table, loc))
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src.update_icon(user.dir)
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else
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update_icon()
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/obj/item/weapon/hand/pickup(mob/user as mob)
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src.update_icon() |