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* Initial wiki system * wiki organization and spoilers * hide belly chems * move ads to tgui * add search * . * load screen * error screen * 8 * center * . * . * make this more realistic * tgui errro col * move search to top * . * non NT theme * logo to common * base custom theme * . * wip refactor * almost halfway * reworked wiki data * easy fix * get data fix * Material Page in tgui * catch null supply points * . * forward crash * reset pages * . * canvas prep * fix icon stacking * . * colored outlined images * fix sm datum * fix material names * subType prep * only on crash * fix null crash * . * fix solgov * clean hiding * . * implement catalog page * . * particle smasher page * I'm lazy * unfuck some sins * ore page * botany page * allergen list * allergen returns null too * slime injection var * slime core data * fixed warning * wip * proper data list for chems * pass is_slime as null * chems * split that * . * . * . * . * donation for bingle, some cleanup * return types * partially colord icons for chemistry * . * more sillies * donation page * thaler * needs some variation * . * this will crash until implemented * handle it * fix that * dismiss donation banner button * . * fix that * donating procs * donation stuff for comp * - * drink glass for drinks * illegal iconstate pass * fixes * . * nuke drink fix * . * . * . * Drink reagent fix * more cleanup * adjust * . * simple food * . * food list * sending nulls, removed flavor from recipes * . * . * get_donation_current added * . * missing key * . * duped recipes fixed * . * . * wiki food reagent recipes * double list add * properly forbid remaining bad reagent * hide this too * stacky * enable eslint const * fix typing * update that * use proper donation proc * printing fixes * grinding * . * beaker fill volume * plant ore and mat grinding results * duped recipes fixed, unit test tweak * yes this is terrible * . * . * . * chem analyzer tgui mode, some subsystem changes to support it * redoce * . * , * . * small fixes, missing reagent volume * push * sort * catalog entries unlocked by explo * new chem stuff * . * fix byond code * fix scroll tracking * comment * alphabetical * also this * . * fallback icon * . * ... * rel path * that too * to defines * organ to define * . * . * . --------- Co-authored-by: Willburd <7099514+Willburd@users.noreply.github.com> Co-authored-by: Kashargul <144968721+Kashargul@users.noreply.github.com>
104 lines
3.1 KiB
Plaintext
104 lines
3.1 KiB
Plaintext
/obj/item/deskbell
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name = "desk bell"
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desc = "An annoying bell. Ring for service."
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icon = 'icons/obj/items.dmi'
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icon_state = "deskbell"
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force = 2
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throwforce = 2
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w_class = 2.0
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matter = list(MAT_STEEL = 50)
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var/broken
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attack_verb = list("annoyed")
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var/static/radial_examine = image(icon = 'icons/mob/radial.dmi', icon_state = "radial_examine")
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var/static/radial_use = image(icon = 'icons/mob/radial.dmi', icon_state = "radial_use")
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var/static/radial_pickup = image(icon = 'icons/mob/radial.dmi', icon_state = "radial_pickup")
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/obj/item/deskbell/examine(mob/user)
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. = ..()
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if(broken)
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. += span_bold("It looks damaged, the ringer is stuck firmly inside.")
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/obj/item/deskbell/attack(mob/target as mob, mob/living/user as mob)
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if(!broken)
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playsound(src, 'sound/effects/deskbell.ogg', 50, 1)
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..()
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/obj/item/deskbell/attack_hand(mob/user)
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//This defines the radials and what call we're assiging to them.
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var/list/options = list()
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options["examine"] = radial_examine
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options["pick up"] = radial_pickup
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if(!broken)
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options["use"] = radial_use
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// Just an example, if the bell had no options, due to conditionals, nothing would happen here.
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if(length(options) < 1)
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return
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// Right, if there's only one available radial...
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// For example, say, the bell's broken so you can only examine, it just does that (doesn't show radial)..
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var/list/choice = list()
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if(length(options) == 1)
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for(var/key in options)
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choice = key
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else
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// If we have other options, it will show the radial menu for the player to decide.
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choice = show_radial_menu(user, src, options, require_near = !issilicon(user))
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// Once the player has decided their option, choose the behaviour that will happen under said option.
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switch(choice)
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if("examine")
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user.examinate(src)
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if("use")
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if(check_ability(user))
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ring(user)
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add_fingerprint(user)
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if("pick up")
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..()
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/obj/item/deskbell/proc/ring(mob/user)
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if(user.a_intent == I_HURT)
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playsound(src, 'sound/effects/deskbell_rude.ogg', 50, 1)
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to_chat(user,span_notice("You hammer [src] rudely!"))
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if (prob(2))
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break_bell(user)
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else
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playsound(src, 'sound/effects/deskbell.ogg', 50, 1)
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to_chat(user,span_notice("You gracefully ring [src]."))
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/obj/item/deskbell/proc/check_ability(mob/user)
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if (ishuman(user))
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var/mob/living/carbon/human/H = user
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var/obj/item/organ/external/temp = H.organs_by_name[BP_R_HAND]
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if (H.hand)
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temp = H.organs_by_name[BP_L_HAND]
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if(temp && !temp.is_usable())
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to_chat(H,span_notice("You try to move your [temp.name], but cannot!"))
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return 0
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return 1
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else
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to_chat(user,span_notice("You are not able to ring [src]."))
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return 0
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/obj/item/deskbell/attackby(obj/item/W, mob/user, params)
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if(!istype(W))
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return
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if(W.has_tool_quality(TOOL_WRENCH) && isturf(loc))
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if(do_after(5))
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if(!src) return
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to_chat(user, span_notice("You dissasemble the desk bell"))
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new /obj/item/stack/material/steel(get_turf(src), 1)
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qdel(src)
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return
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if(!broken)
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ring(user)
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/obj/item/deskbell/proc/break_bell(mob/user)
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to_chat(user,span_notice("The ringing abruptly stops as [src]'s ringer gets jammed inside!"))
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broken = 1
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