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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
209 lines
6.1 KiB
Plaintext
209 lines
6.1 KiB
Plaintext
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#define JAR_NOTHING 0
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#define JAR_MONEY 1
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#define JAR_ANIMAL 2
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#define JAR_SPIDER 3
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/obj/item/glass_jar
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name = "glass jar"
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desc = "A small empty jar."
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icon = 'icons/obj/items.dmi'
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icon_state = "jar"
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w_class = ITEMSIZE_SMALL
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matter = list(MAT_GLASS = 200)
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flags = NOBLUDGEON
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var/list/accept_mobs = list(/mob/living/simple_mob/animal/passive/lizard, /mob/living/simple_mob/animal/passive/mouse, /mob/living/simple_mob/animal/sif/leech, /mob/living/simple_mob/animal/sif/frostfly, /mob/living/simple_mob/animal/sif/glitterfly)
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var/contains = 0 // 0 = nothing, 1 = money, 2 = animal, 3 = spiderling
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drop_sound = 'sound/items/drop/glass.ogg'
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pickup_sound = 'sound/items/pickup/glass.ogg'
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///If we can fill it with water
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var/can_fill = FALSE
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///If we are filled with water.
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var/filled = FALSE
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/obj/item/glass_jar/Initialize(mapload)
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. = ..()
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update_icon()
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/obj/item/glass_jar/afterattack(var/atom/A, var/mob/user, var/proximity)
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if(!proximity || contains)
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return
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if(can_fill && !filled)
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if(istype(A, /obj/structure/sink) || istype(A, /turf/simulated/floor/water))
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if(contains && user.a_intent == I_HELP)
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to_chat(user, span_warning("That probably isn't the best idea."))
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return
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to_chat(user, span_notice("You fill \the [src] with water!"))
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filled = TRUE
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update_icon()
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return
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if(istype(A, /mob))
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var/accept = 0
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for(var/D in accept_mobs)
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if(istype(A, D))
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accept = 1
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if(!accept)
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to_chat(user, "[A] doesn't fit into \the [src].")
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return
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var/mob/L = A
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user.visible_message(span_notice("[user] scoops [L] into \the [src]."), span_notice("You scoop [L] into \the [src]."))
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L.loc = src
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contains = JAR_ANIMAL
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update_icon()
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return
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else if(istype(A, /obj/effect/spider/spiderling))
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var/obj/effect/spider/spiderling/S = A
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user.visible_message(span_notice("[user] scoops [S] into \the [src]."), span_notice("You scoop [S] into \the [src]."))
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S.loc = src
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STOP_PROCESSING(SSobj, S) // No growing inside jars
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contains = JAR_SPIDER
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update_icon()
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return
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/obj/item/glass_jar/attack_self(mob/user)
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. = ..(user)
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if(.)
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return TRUE
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//For the fish jars
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if(can_fill && filled)
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if(contains == JAR_ANIMAL)
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if(user.a_intent == I_HELP)
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to_chat(user, span_notice("Maybe you shouldn't empty the water..."))
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return
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else
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filled = FALSE
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user.visible_message(span_warning("[user] dumps out \the [src]'s water!"))
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update_icon()
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return
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else
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user.visible_message(span_notice("[user] dumps \the [src]'s water."))
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filled = FALSE
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update_icon()
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return
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switch(contains)
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if(JAR_MONEY)
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for(var/obj/O in src)
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O.loc = user.loc
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to_chat(user, span_notice("You take money out of \the [src]."))
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contains = JAR_NOTHING
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update_icon()
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return
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if(JAR_ANIMAL)
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for(var/mob/M in src)
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M.loc = user.loc
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user.visible_message(span_notice("[user] releases [M] from \the [src]."), span_notice("You release [M] from \the [src]."))
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contains = JAR_NOTHING
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update_icon()
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return
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if(JAR_SPIDER)
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for(var/obj/effect/spider/spiderling/S in src)
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S.loc = user.loc
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user.visible_message(span_notice("[user] releases [S] from \the [src]."), span_notice("You release [S] from \the [src]."))
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START_PROCESSING(SSobj, S) // They can grow after being let out though
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contains = JAR_NOTHING
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update_icon()
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return
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/obj/item/glass_jar/attackby(var/obj/item/W, var/mob/user)
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if(istype(W, /obj/item/spacecash))
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if(contains == JAR_NOTHING)
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contains = JAR_MONEY
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if(contains != JAR_MONEY)
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return
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var/obj/item/spacecash/S = W
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user.visible_message(span_notice("[user] puts [S.worth] [S.worth > 1 ? "thalers" : "thaler"] into \the [src]."))
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user.drop_from_inventory(S)
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S.loc = src
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update_icon()
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/obj/item/glass_jar/update_icon() // Also updates name and desc
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underlays.Cut()
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cut_overlays()
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if(filled)
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underlays += image(icon, "[icon_state]_water")
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switch(contains)
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if(JAR_NOTHING)
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name = initial(name)
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desc = initial(desc)
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if(JAR_MONEY)
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if(can_fill)
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name = "tip tank"
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else
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name = "tip jar"
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desc = "A [name] with money inside."
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for(var/obj/item/spacecash/S in src)
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var/image/money = image(S.icon, S.icon_state)
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money.pixel_x = rand(-2, 3)
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money.pixel_y = rand(-6, 6)
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money.transform *= 0.6
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underlays += money
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if(JAR_ANIMAL)
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//tank
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if(can_fill)
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for(var/mob/M in src)
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var/image/victim = image(M.icon, M.icon_state)
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var/initial_x_scale = M.icon_scale_x
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var/initial_y_scale = M.icon_scale_y
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M.adjust_scale(0.7)
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victim.appearance = M.appearance
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M.adjust_scale(initial_x_scale, initial_y_scale)
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victim.pixel_y = 4
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underlays += victim
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name = "[name] with [M]"
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desc = "A large [name] with [M] inside."
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else
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for(var/mob/M in src)
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var/image/victim = image(M.icon, M.icon_state)
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victim.pixel_y = 6
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victim.color = M.color
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if(M.plane == PLANE_LIGHTING_ABOVE) // This will only show up on the ground sprite, due to the HuD being over it, so we need both images.
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var/image/victim_glow = image(M.icon, M.icon_state)
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victim_glow.pixel_y = 6
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victim_glow.color = M.color
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underlays += victim_glow
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underlays += victim
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name = "glass jar with [M]"
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desc = "A small jar with [M] inside."
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if(JAR_SPIDER)
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for(var/obj/effect/spider/spiderling/S in src)
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var/image/victim = image(S.icon, S.icon_state)
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underlays += victim
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if(can_fill)
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name = "[name] with [S]"
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desc = "A large tank with [S] inside."
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else
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name = "glass jar with [S]"
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desc = "A small jar with [S] inside."
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underlays += victim
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if(filled)
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desc = "[desc] It contains water."
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/obj/item/glass_jar/fish
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name = "glass tank"
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desc = "A large glass tank."
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can_fill = TRUE
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w_class = ITEMSIZE_NORMAL
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accept_mobs = list(/mob/living/simple_mob/animal/passive/lizard, /mob/living/simple_mob/animal/passive/mouse, /mob/living/simple_mob/animal/sif/leech, /mob/living/simple_mob/animal/sif/frostfly, /mob/living/simple_mob/animal/sif/glitterfly, /mob/living/simple_mob/animal/passive/fish)
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/obj/item/glass_jar/fish/plastic
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name = "plastic tank"
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desc = "A large plastic tank."
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matter = list(MAT_PLASTIC = 4000)
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#undef JAR_NOTHING
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#undef JAR_MONEY
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#undef JAR_ANIMAL
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#undef JAR_SPIDER
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