Files
VOREStation/code/game/objects/items/weapons/material/ashtray.dm
T
Cameron Lennox 84dc5535dc var/global/list -> GLOB. conversion (#17928)
* These two are easy

* !!!runlevel_flags

the fact it was global.runlevel_flags.len has me a bit...iffy on this.

* !!!json_cache

Same as above. used global.

* player_list & observer_mob_list

* mechas_list

* this wasn't even used

* surgery_steps

* event_triggers

* landmarks_list

* dead_mob_list

* living_mob_list

* ai_list

* cable_list

* cleanbot_reserved_turfs

* listening_objects

* silicon_mob_list

* human_mob_list

* Update global_lists.dm

* joblist

* mob_list

* Update global_lists.dm

* holomap_markers

* mapping_units

* mapping_beacons

* hair_styles_list

* facial_hair_styles_list

* Update global_lists.dm

* facial_hair_styles_male_list

* facial_hair_styles_female_list

* body_marking_styles_list

* body_marking_nopersist_list

* ear_styles_list

* hair_styles_male_list

* tail_styles_list

* wing_styles_list

* escape_list & rune_list & endgame_exits

these were all really small

* endgame_safespawns

* stool_cache

* emotes_by_key

* random_maps & map_count

* item_tf_spawnpoints

* narsie_list

* active_radio_jammers

* unused

* paikeys

* pai_software_by_key & default_pai_software

* plant_seed_sprites

* magazine_icondata_keys  & magazine_icondata_states

* unused

* ashtray_cache

* light_type_cache

* HOLIDAY!!!

this one was annoying

* faction stuff (red?!)

* Update preferences_factions.dm

* vs edit removal

* backbaglist, pdachoicelist, exclude_jobs

* item_digestion_blacklist, edible_tech, blacklisted_artifact_effect, selectable_footstep, hexNums, syndicate_access

* string_slot_flags and hexdigits->hexNums

* possible_changeling_IDs

* vr_mob_tf_options

* vr_mob_spawner_options

* pipe_colors

* vr_mob_spawner_options

* common_tools

* newscaster_standard_feeds

* Update periodic_news.dm

* changeling_fabricated_clothing

* semirandom_mob_spawner_decisions

* id_card_states

* Update syndicate_ids.dm

* overlay_cache & gear_distributed_to

* more

* radio_channels_by_freq

* Update global_lists.dm

* proper

* default_medbay_channels & default_internal_channels

default_internal_channels is weird as it has a mapbased proc() but that proc is never called...

* valid_ringtones

* move this

* possible_plants

* more

* separate these

moves xeno2chemlist from a hook to a new global list.

* tube_dir_list

* valid_bloodreagents & monitor_states

* Junk

* valid_bloodtypes

* breach_burn_descriptors & burn

* more!!

appliance_available_recipes seems uber cursed, re-look at later

* Appliance code is cursed

* wide_chassis & flying_chassis

* allows_eye_color

* all_tooltip_styles

* direction_table

* gun_choices

* severity_to_string

* old event_viruses

* description_icons

* MOVE_KEY_MAPPINGS

* more more

* pai & robot modules

* Update global_lists.dm

* GEOSAMPLES

Also swaps a .len to LAZYLEN()

* shieldgens

* reagent recipies

* global ammo types

* rad collector

* old file and unused global

* nif_look_messages

* FESH

* nifsoft

* chamelion

* the death of sortAtom

* globulins

* lazylen that

* Update global_lists.dm

* LAZY

* Theese too

* quick fix

---------

Co-authored-by: Kashargul <144968721+Kashargul@users.noreply.github.com>
2025-07-14 20:14:31 +02:00

103 lines
3.0 KiB
Plaintext

GLOBAL_LIST_EMPTY(ashtray_cache)
/obj/item/material/ashtray
name = "ashtray"
icon = 'icons/obj/objects.dmi'
icon_state = "ashtray"
randpixel = 5
force_divisor = 0.1
thrown_force_divisor = 0.1
w_class = ITEMSIZE_SMALL
var/image/base_image
var/max_butts = 10
/obj/item/material/ashtray/Initialize(mapload, material_key)
. = ..()
if(!material)
return INITIALIZE_HINT_QDEL
icon_state = "blank"
max_butts = round(material.hardness/5) //This is arbitrary but whatever.
randpixel_xy()
update_icon()
/obj/item/material/ashtray/update_icon()
color = null
cut_overlays()
var/cache_key = "base-[material.name]"
if(!GLOB.ashtray_cache[cache_key])
var/image/I = image('icons/obj/objects.dmi',"ashtray")
I.color = material.icon_colour
GLOB.ashtray_cache[cache_key] = I
add_overlay(GLOB.ashtray_cache[cache_key])
if (contents.len == max_butts)
if(!GLOB.ashtray_cache["full"])
GLOB.ashtray_cache["full"] = image('icons/obj/objects.dmi',"ashtray_full")
add_overlay(GLOB.ashtray_cache["full"])
desc = "It's stuffed full."
else if (contents.len > max_butts/2)
if(!GLOB.ashtray_cache["half"])
GLOB.ashtray_cache["half"] = image('icons/obj/objects.dmi',"ashtray_half")
add_overlay(GLOB.ashtray_cache["half"])
desc = "It's half-filled."
else
desc = "An ashtray made of [material.display_name]."
/obj/item/material/ashtray/attackby(obj/item/W as obj, mob/user as mob)
if (health <= 0)
return
if (istype(W,/obj/item/trash/cigbutt) || istype(W,/obj/item/clothing/mask/smokable/cigarette) || istype(W, /obj/item/flame/match))
if (contents.len >= max_butts)
to_chat(user, "\The [src] is full.")
return
user.remove_from_mob(W)
W.loc = src
if (istype(W,/obj/item/clothing/mask/smokable/cigarette))
var/obj/item/clothing/mask/smokable/cigarette/cig = W
if (cig.lit == 1)
src.visible_message("[user] crushes [cig] in \the [src], putting it out.")
STOP_PROCESSING(SSobj, cig)
var/obj/item/butt = new cig.type_butt(src)
cig.transfer_fingerprints_to(butt)
qdel(cig)
W = butt
//spawn(1)
// TemperatureAct(150)
else if (cig.lit == 0)
to_chat(user, "You place [cig] in [src] without even smoking it. Why would you do that?")
src.visible_message("[user] places [W] in [src].")
user.update_inv_l_hand()
user.update_inv_r_hand()
add_fingerprint(user)
update_icon()
else
health = max(0,health - W.force)
to_chat(user, "You hit [src] with [W].")
if (health < 1)
shatter()
return
/obj/item/material/ashtray/throw_impact(atom/hit_atom)
if (health > 0)
health = max(0,health - 3)
if (contents.len)
src.visible_message(span_danger("\The [src] slams into [hit_atom], spilling its contents!"))
for (var/obj/item/clothing/mask/smokable/cigarette/O in contents)
O.loc = src.loc
if (health < 1)
shatter()
return
update_icon()
return ..()
/obj/item/material/ashtray/plastic/Initialize(mapload)
. = ..(mapload, MAT_PLASTIC)
/obj/item/material/ashtray/bronze/Initialize(mapload)
. = ..(mapload, MAT_BRONZE)
/obj/item/material/ashtray/glass/Initialize(mapload)
. = ..(mapload, MAT_GLASS)