Duct Tape

First pass for adding duct tape.
It can stick paper to things.
It can patch up walls (crudely).
Coder sprites!
This commit is contained in:
Loganbacca
2014-07-20 19:28:15 +12:00
parent 529a610613
commit 224b2f3899
5 changed files with 108 additions and 2 deletions
+1
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@@ -577,6 +577,7 @@
#include "code\game\objects\items\weapons\surgery_tools.dm"
#include "code\game\objects\items\weapons\swords_axes_etc.dm"
#include "code\game\objects\items\weapons\table_rack_parts.dm"
#include "code\game\objects\items\weapons\tape.dm"
#include "code\game\objects\items\weapons\teleportation.dm"
#include "code\game\objects\items\weapons\tools.dm"
#include "code\game\objects\items\weapons\twohanded.dm"
+83
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@@ -0,0 +1,83 @@
/obj/item/weapon/tape_roll
name = "tape roll"
desc = "A roll of sticky tape. Possibly for taping ducks... or was that ducts?"
icon = 'icons/obj/bureaucracy.dmi'
icon_state = "taperoll"
w_class = 1
/obj/item/weapon/tape_roll/attack_self(mob/user as mob)
user << "You remove a length of tape from [src]."
var/obj/item/weapon/ducttape/tape = new()
user.put_in_hands(tape)
/obj/item/weapon/tape_roll/proc/stick(var/obj/item/weapon/W, mob/user as mob)
if(!istype(W, /obj/item/weapon/paper))
return
user.drop_from_inventory(W)
var/obj/item/weapon/ducttape/tape = new(get_turf(src))
tape.attach(W)
user.put_in_hands(tape)
/obj/item/weapon/ducttape
name = "tape"
desc = "A piece of sticky tape."
icon = 'icons/obj/bureaucracy.dmi'
icon_state = "tape"
w_class = 1
layer = 4
anchored = 1 //it's sticky, no you cant move it
var/obj/item/weapon/stuck = null
/obj/item/weapon/ducttape/New()
..()
flags |= NOBLUDGEON
/obj/item/weapon/ducttape/examine()
return stuck.examine()
/obj/item/weapon/ducttape/proc/attach(var/obj/item/weapon/W)
stuck = W
W.forceMove(src)
icon_state = W.icon_state + "_taped"
name = W.name + " (taped)"
/obj/item/weapon/ducttape/attack_self(mob/user as mob)
user << "You remove \the [initial(name)] from [stuck]."
user.drop_from_inventory(src)
stuck.forceMove(get_turf(src))
user.put_in_hands(stuck)
stuck = null
del(src)
/obj/item/weapon/ducttape/afterattack(var/A, mob/user as mob, flag, params)
if(!in_range(user, A) || istype(A, /obj/machinery/door) || !stuck)
return
var/turf/target_turf = get_turf(A)
var/turf/source_turf = get_turf(user)
var/dir_offset = 0
if(target_turf != source_turf)
dir_offset = get_dir(source_turf, target_turf)
user.drop_from_inventory(src)
forceMove(source_turf)
if(params)
var/list/mouse_control = params2list(params)
if(mouse_control["icon-x"])
pixel_x = text2num(mouse_control["icon-x"]) - 16
if(dir_offset & EAST)
pixel_x += 32
else if(dir_offset & WEST)
pixel_x -= 32
if(mouse_control["icon-y"])
pixel_y = text2num(mouse_control["icon-y"]) - 16
if(dir_offset & NORTH)
pixel_y += 32
else if(dir_offset & SOUTH)
pixel_y -= 32
+19 -2
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@@ -10,6 +10,8 @@
var/damage_overlay
var/global/damage_overlays[8]
var/list/other_overlays = new()
var/max_temperature = 1800 //K, walls will take damage if they're next to a fire hotter than this
@@ -55,17 +57,19 @@
if(!damage)
overlays.Cut()
overlays += other_overlays
return
var/overlay = round(damage / damage_cap * damage_overlays.len) + 1
if(overlay > damage_overlays.len)
overlay = damage_overlays.len
/*
if(damage_overlay && overlay == damage_overlay) //No need to update.
return
*/
overlays.Cut()
overlays += damage_overlays[overlay]
overlays += other_overlays
damage_overlay = overlay
return
@@ -444,6 +448,19 @@
place_poster(W,user)
return
else if(istype(W, /obj/item/weapon/tape_roll))
if(damage)
user << "You patch up [src]."
var/image/I = image(icon = 'icons/obj/bureaucracy.dmi', icon_state = "tape")
I.transform = turn(I.transform, rand(0,360))
I.pixel_x = rand(-6,6)
I.pixel_y = rand(-6,6)
other_overlays += I
take_damage(-min(10, damage))
else if(istype(W, /obj/item/weapon/ducttape))
return
else
return attack_hand(user)
return
+5
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@@ -365,6 +365,11 @@
if(user.mind && (user.mind.assigned_role == "Clown"))
clown = 1
if(istype(P, /obj/item/weapon/tape_roll))
var/obj/item/weapon/tape_roll/tape = P
tape.stick(src, user)
return
if(istype(P, /obj/item/weapon/paper) || istype(P, /obj/item/weapon/photo))
if (istype(P, /obj/item/weapon/paper/carbon))
var/obj/item/weapon/paper/carbon/C = P
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