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* Begin clickcode attack_self fix Begins the work to make everything call back to parent for attack_self so that signals are sacred. * Makes MORE things call the attack_self() parent Yes, I could make special_handling a var on obj/item HOWEVER i want it to be specific so it can be tracked down later and ONLY the objects that use it can be refactored instead of sitting there literally forever and it just becoming 'a thing'. * Finishes making the rest of attack_self call parent. As mentioned, things such as 'specialty_goggles' 'special_handling' and the such are only there to help with attack_self until the attack_self is recoded for those items. * begone foul demon * some more cleanup * These * GOD this was annoying * yeh * Fix this * fLARES * Thesee too * toys! * Even more! * More fixes * Even more * rest of em * these too * Update syndie.dm * hardref clear * Update code/game/gamemodes/nuclear/pinpointer.dm * Update code/game/objects/effects/mines.dm * Update code/game/objects/items/blueprints_vr.dm * Update code/game/objects/items/blueprints_vr.dm * Update code/game/objects/items/contraband_vr.dm * Update code/game/objects/items/crayons.dm * Update code/game/objects/items/crayons.dm * Update code/game/objects/items/gunbox.dm * Update code/game/objects/items/gunbox.dm * Update code/game/objects/items/gunbox_vr.dm * Update code/game/objects/items/gunbox_vr.dm * Update code/game/objects/items/weapons/gift_wrappaper.dm * Update code/game/objects/items/crayons.dm * Update code/game/objects/items/crayons.dm * Update code/game/objects/items/gunbox.dm * these too * Update maintpanel_stack.dm * angry warning * Fixes packaged snacks. Fixes improper var default. * Special handling for these * proper poly types * Fixes magclaws Makes the 'features' it had just part of base magboots that can be adjusted via varswap. * Fixes jackets Fixes https://github.com/VOREStation/VOREStation/issues/18941 * Small bugfix Makes p_Theyre properly capitialize Makes examine show proper wording * Update gift_wrappaper.dm
264 lines
5.7 KiB
Plaintext
264 lines
5.7 KiB
Plaintext
/*
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CONTAINS:
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BEDSHEETS
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LINEN BINS
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*/
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/obj/item/bedsheet
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name = "bedsheet"
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desc = "A surprisingly soft linen bedsheet."
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icon = 'icons/obj/items.dmi'
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icon_state = "sheet"
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slot_flags = SLOT_BACK
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plane = MOB_PLANE
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layer = BELOW_MOB_LAYER
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throwforce = 1
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throw_speed = 1
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throw_range = 2
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w_class = ITEMSIZE_SMALL
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drop_sound = 'sound/items/drop/clothing.ogg'
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pickup_sound = 'sound/items/pickup/clothing.ogg'
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///var used for attack_self chain
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var/special_handling = FALSE
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/obj/item/bedsheet/Initialize(mapload)
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. = ..()
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AddElement(/datum/element/rotatable/onlyflip)
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/obj/item/bedsheet/attack_self(mob/user)
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. = ..(user)
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if(.)
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return TRUE
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if(special_handling)
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return FALSE
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user.drop_item()
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if(layer == initial(layer))
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layer = ABOVE_MOB_LAYER
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else
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reset_plane_and_layer()
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add_fingerprint(user)
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return
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/obj/item/bedsheet/attackby(obj/item/I, mob/user)
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if(is_sharp(I))
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user.visible_message(span_infoplain(span_bold("\The [user]") + " begins cutting up [src] with [I]."), span_notice("You begin cutting up [src] with [I]."))
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if(do_after(user, 5 SECONDS, target = src))
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to_chat(user, span_notice("You cut [src] into pieces!"))
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for(var/i in 1 to rand(2,5))
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new /obj/item/reagent_containers/glass/rag(drop_location())
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qdel(src)
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return
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..()
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/obj/item/bedsheet/ghosts_can_use_rotate_verbs()
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return CONFIG_GET(flag/ghost_interaction)
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/obj/item/bedsheet/blue
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icon_state = "sheetblue"
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/obj/item/bedsheet/green
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icon_state = "sheetgreen"
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/obj/item/bedsheet/orange
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icon_state = "sheetorange"
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/obj/item/bedsheet/purple
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icon_state = "sheetpurple"
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/obj/item/bedsheet/rainbow
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icon_state = "sheetrainbow"
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/obj/item/bedsheet/red
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icon_state = "sheetred"
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/obj/item/bedsheet/yellow
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icon_state = "sheetyellow"
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/obj/item/bedsheet/mime
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icon_state = "sheetmime"
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/obj/item/bedsheet/clown
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icon_state = "sheetclown"
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item_state = "sheetrainbow"
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/obj/item/bedsheet/captain
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icon_state = "sheetcaptain"
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/obj/item/bedsheet/rd
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icon_state = "sheetrd"
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/obj/item/bedsheet/medical
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icon_state = "sheetmedical"
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/obj/item/bedsheet/hos
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icon_state = "sheethos"
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/obj/item/bedsheet/hop
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icon_state = "sheethop"
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/obj/item/bedsheet/ce
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icon_state = "sheetce"
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/obj/item/bedsheet/brown
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icon_state = "sheetbrown"
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/obj/item/bedsheet/ian
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icon_state = "sheetian"
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/obj/item/bedsheet/double
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icon_state = "doublesheet"
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item_state = "sheet"
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/obj/item/bedsheet/bluedouble
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icon_state = "doublesheetblue"
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item_state = "sheetblue"
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/obj/item/bedsheet/greendouble
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icon_state = "doublesheetgreen"
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item_state = "sheetgreen"
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/obj/item/bedsheet/orangedouble
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icon_state = "doublesheetorange"
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item_state = "sheetorange"
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/obj/item/bedsheet/purpledouble
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icon_state = "doublesheetpurple"
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item_state = "sheetpurple"
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/obj/item/bedsheet/rainbowdouble //all the way across the sky.
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icon_state = "doublesheetrainbow"
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item_state = "sheetrainbow"
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/obj/item/bedsheet/reddouble
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icon_state = "doublesheetred"
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item_state = "sheetred"
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/obj/item/bedsheet/yellowdouble
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icon_state = "doublesheetyellow"
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item_state = "sheetyellow"
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/obj/item/bedsheet/mimedouble
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icon_state = "doublesheetmime"
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item_state = "sheetmime"
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/obj/item/bedsheet/clowndouble
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icon_state = "doublesheetclown"
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item_state = "sheetrainbow"
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/obj/item/bedsheet/captaindouble
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icon_state = "doublesheetcaptain"
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item_state = "sheetcaptain"
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/obj/item/bedsheet/rddouble
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icon_state = "doublesheetrd"
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item_state = "sheetrd"
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/obj/item/bedsheet/hosdouble
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icon_state = "doublesheethos"
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item_state = "sheethos"
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/obj/item/bedsheet/hopdouble
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icon_state = "doublesheethop"
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item_state = "sheethop"
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/obj/item/bedsheet/cedouble
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icon_state = "doublesheetce"
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item_state = "sheetce"
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/obj/item/bedsheet/browndouble
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icon_state = "doublesheetbrown"
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item_state = "sheetbrown"
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/obj/item/bedsheet/iandouble
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icon_state = "doublesheetian"
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item_state = "sheetian"
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/obj/structure/bedsheetbin
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name = "linen bin"
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desc = "A linen bin. It looks rather cosy."
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icon = 'icons/obj/structures.dmi'
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icon_state = "linenbin-full"
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anchored = TRUE
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var/amount = 20
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var/list/sheets = list()
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var/obj/item/hidden = null
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/obj/structure/bedsheetbin/examine(mob/user)
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. = ..()
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if(amount < 1)
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. += "There are no bed sheets in the bin."
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else if(amount == 1)
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. += "There is one bed sheet in the bin."
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else
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. += "There are [amount] bed sheets in the bin."
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/obj/structure/bedsheetbin/update_icon()
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if(amount == 0)
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icon_state = "linenbin-empty"
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else if(amount <= (amount / 2))
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icon_state = "linenbin-half"
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else
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icon_state = "linenbin-full"
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/obj/structure/bedsheetbin/attackby(obj/item/I as obj, mob/user as mob)
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if(istype(I, /obj/item/bedsheet))
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user.drop_item()
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I.loc = src
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sheets.Add(I)
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amount++
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to_chat(user, span_notice("You put [I] in [src]."))
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else if(amount && !hidden && I.w_class < ITEMSIZE_LARGE) //make sure there's sheets to hide it among, make sure nothing else is hidden in there.
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user.drop_item()
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I.loc = src
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hidden = I
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to_chat(user, span_notice("You hide [I] among the sheets."))
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/obj/structure/bedsheetbin/attack_hand(mob/user as mob)
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if(amount >= 1)
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amount--
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var/obj/item/bedsheet/B
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if(sheets.len > 0)
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B = sheets[sheets.len]
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sheets.Remove(B)
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else
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B = new /obj/item/bedsheet(loc)
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B.loc = user.loc
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user.put_in_hands(B)
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to_chat(user, span_notice("You take [B] out of [src]."))
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if(hidden)
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hidden.loc = user.loc
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to_chat(user, span_notice("[hidden] falls out of [B]!"))
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hidden = null
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add_fingerprint(user)
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/obj/structure/bedsheetbin/attack_tk(mob/user as mob)
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if(amount >= 1)
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amount--
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var/obj/item/bedsheet/B
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if(sheets.len > 0)
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B = sheets[sheets.len]
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sheets.Remove(B)
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else
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B = new /obj/item/bedsheet(loc)
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B.loc = loc
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to_chat(user, span_notice("You telekinetically remove [B] from [src]."))
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update_icon()
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if(hidden)
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hidden.loc = loc
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hidden = null
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add_fingerprint(user)
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