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VOREStation/code/game/objects/items/weapons/wrappingpaper.dm
petethegoat@gmail.com 0a0f97ef0c Large bureaucracy overhaul.
This affects clipboards, hand labelers, paper, paper bins, pens, photocopiers, and stamps.
Everything (that I've changed significantly) should be BETTER.

NO paths have been changed.
All of the above have been added to the paperwork module (pending rename to bureaucracy, which is COOLER).
SPRITES for most of the above (except photocopiers) are now in bureaucracy.dmi.

Clipboards in particular are MASSIVELY IMPROVED.
Hand labelers can now be turned ON AND OFF, to make it simpler to avoid labelling tables.
This includes work in progress FOLDERS, which currently do NOTHING.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3253 316c924e-a436-60f5-8080-3fe189b3f50e
2012-03-05 00:23:05 +00:00

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/*
CONTAINS:
WRAPPING PAPER
GIFTS
BEDSHEET BIN
PHOTOGRAPHS
*/
// WRAPPING PAPER
/obj/item/weapon/wrapping_paper/attackby(obj/item/weapon/W as obj, mob/user as mob)
..()
if (!( locate(/obj/structure/table, src.loc) ))
user << "\blue You MUST put the paper on a table!"
if (W.w_class < 4)
if ((istype(user.l_hand, /obj/item/weapon/wirecutters) || istype(user.r_hand, /obj/item/weapon/wirecutters)))
var/a_used = 2 ** (src.w_class - 1)
if (src.amount < a_used)
user << "\blue You need more paper!"
return
else
src.amount -= a_used
user.drop_item()
var/obj/item/weapon/gift/G = new /obj/item/weapon/gift( src.loc )
G.size = W.w_class
G.w_class = G.size + 1
G.icon_state = text("gift[]", G.size)
G.gift = W
W.loc = G
G.add_fingerprint(user)
W.add_fingerprint(user)
src.add_fingerprint(user)
if (src.amount <= 0)
new /obj/item/weapon/c_tube( src.loc )
//SN src = null
del(src)
return
else
user << "\blue You need scissors!"
else
user << "\blue The object is FAR too large!"
return
/obj/item/weapon/wrapping_paper/examine()
set src in oview(1)
..()
usr << text("There is about [] square units of paper left!", src.amount)
return
/obj/item/weapon/wrapping_paper/attack(mob/target as mob, mob/user as mob)
if (!istype(target, /mob/living/carbon/human)) return
if (istype(target:wear_suit, /obj/item/clothing/suit/straight_jacket) || target:stat)
if (src.amount > 2)
var/obj/effect/spresent/present = new /obj/effect/spresent (target:loc)
src.amount -= 2
if (target:client)
target:client:perspective = EYE_PERSPECTIVE
target:client:eye = present
target:loc = present
target.attack_log += text("\[[time_stamp()]\] <font color='orange'>Has been wrapped with [src.name] by [user.name] ([user.ckey])</font>")
user.attack_log += text("\[[time_stamp()]\] <font color='red'>Used the [src.name] to wrap [target.name] ([target.ckey])</font>")
log_attack("<font color='red'>[user.name] ([user.ckey]) used the [src.name] to wrap [target.name] ([target.ckey])</font>")
else
user << "/blue You need more paper."
else
user << "Theyre moving around too much. a Straitjacket would help."
// GIFTS
/obj/item/weapon/gift/attack_self(mob/user as mob)
if(!src.gift)
user << "\blue The gift was empty!"
del(src)
src.gift.loc = user
if (user.hand)
user.l_hand = src.gift
else
user.r_hand = src.gift
src.gift.layer = 20
src.gift.add_fingerprint(user)
del(src)
return
/obj/item/weapon/a_gift/ex_act()
del(src)
return
/obj/effect/spresent/relaymove(mob/user as mob)
if (user.stat)
return
user << "\blue You cant move."
/obj/effect/spresent/attackby(obj/item/weapon/W as obj, mob/user as mob)
..()
if (!istype(W, /obj/item/weapon/wirecutters))
user << "/blue I need wirecutters for that."
return
user << "\blue You cut open the present."
for(var/mob/M in src) //Should only be one but whatever.
M.loc = src.loc
if (M.client)
M.client.eye = M.client.mob
M.client.perspective = MOB_PERSPECTIVE
del(src)
/obj/item/weapon/a_gift/attack_self(mob/M as mob)
switch(pick("flash", "t_gun", "l_gun", "shield", "sword", "axe"))
if("flash")
var/obj/item/device/flash/W = new /obj/item/device/flash( M )
if (M.hand)
M.l_hand = W
else
M.r_hand = W
W.layer = 20
W.add_fingerprint(M)
//SN src = null
del(src)
return
if("l_gun")
var/obj/item/weapon/gun/energy/laser/W = new /obj/item/weapon/gun/energy/laser( M )
if (M.hand)
M.l_hand = W
else
M.r_hand = W
W.layer = 20
W.add_fingerprint(M)
//SN src = null
del(src)
return
if("t_gun")
var/obj/item/weapon/gun/energy/taser/W = new /obj/item/weapon/gun/energy/taser( M )
if (M.hand)
M.l_hand = W
else
M.r_hand = W
W.layer = 20
W.add_fingerprint(M)
//SN src = null
del(src)
return
if("sword")
var/obj/item/weapon/melee/energy/sword/W = new /obj/item/weapon/melee/energy/sword( M )
if (M.hand)
M.l_hand = W
else
M.r_hand = W
W.layer = 20
W.add_fingerprint(M)
//SN src = null
del(src)
return
if("axe")
var/obj/item/weapon/melee/energy/axe/W = new /obj/item/weapon/melee/energy/axe( M )
if (M.hand)
M.l_hand = W
else
M.r_hand = W
W.layer = 20
W.add_fingerprint(M)
//SN src = null
del(src)
return
else
return
// BEDSHEET BIN
/obj/structure/bedsheetbin/attackby(obj/item/weapon/W as obj, mob/user as mob)
if (istype(W, /obj/item/weapon/bedsheet))
//W = null
del(W)
src.amount++
return
/obj/structure/bedsheetbin/attack_paw(mob/user as mob)
return src.attack_hand(user)
/obj/structure/bedsheetbin/attack_hand(mob/user as mob)
if (src.amount >= 1)
src.amount--
new /obj/item/weapon/bedsheet( src.loc )
add_fingerprint(user)
/obj/structure/bedsheetbin/examine()
set src in oview(1)
src.amount = round(src.amount)
if (src.amount <= 0)
src.amount = 0
usr << "There are no bed sheets in the bin."
else
if (src.amount == 1)
usr << "There is one bed sheet in the bin."
else
usr << text("There are [] bed sheets in the bin.", src.amount)
return
// PHOTOGRAPH
/obj/item/weapon/paper/photograph/New()
..()
src.pixel_y = 0
src.pixel_x = 0
return
/obj/item/weapon/paper/photograph/attack_self(mob/user as mob)
var/n_name = input(user, "What would you like to label the photo?", "Paper Labelling", null) as text
n_name = copytext(n_name, 1, 32)
if ((src.loc == user && user.stat == 0))
src.name = text("photo[]", (n_name ? text("- '[]'", n_name) : null))
src.add_fingerprint(user)
return