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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
87 lines
2.9 KiB
Plaintext
87 lines
2.9 KiB
Plaintext
/obj/item/hand_labeler
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name = "hand labeler"
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desc = "Label everything like you've always wanted to! Stuck to the side is a label reading \'Labeler\'. Seems you're too late for that one."
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icon = 'icons/obj/bureaucracy.dmi'
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icon_state = "labeler0"
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var/label = null
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var/labels_left = 30
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var/mode = 0 //off or on.
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drop_sound = 'sound/items/drop/device.ogg'
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pickup_sound = 'sound/items/pickup/device.ogg'
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/obj/item/hand_labeler/attack()
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return
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/obj/item/hand_labeler/afterattack(atom/A, mob/user, proximity)
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if(!proximity)
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return
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if(!mode) //if it's off, give up.
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return
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if(A == loc) // if placing the labeller into something (e.g. backpack)
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return // don't set a label
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if(!labels_left)
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to_chat(user, span_warning("\The [src] has no labels left."))
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return
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if(!label || !length(label))
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to_chat(user, span_warning("\The [src] has no label text set."))
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return
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if(length(A.name) + length(label) > 64)
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to_chat(user, span_warning("\The [src]'s label too big."))
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return
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if(istype(A, /mob/living/silicon/robot/platform))
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var/mob/living/silicon/robot/platform/P = A
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if(!P.allowed(user))
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to_chat(user, span_warning("Access denied."))
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else if(P.client || P.key)
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to_chat(user, span_notice("You rename \the [P] to [label]."))
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to_chat(P, span_notice("\The [user] renames you to [label]."))
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P.custom_name = label
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P.SetName(P.custom_name)
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else
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to_chat(user, span_warning("\The [src] is inactive and cannot be renamed."))
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return
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if(ishuman(A))
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to_chat(user, span_warning("The label refuses to stick to [A.name]."))
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return
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if(issilicon(A))
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to_chat(user, span_warning("The label refuses to stick to [A.name]."))
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return
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if(isobserver(A))
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to_chat(user, span_warning("[src] passes through [A.name]."))
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return
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if(istype(A, /obj/item/reagent_containers/glass))
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to_chat(user, span_warning("The label can't stick to the [A.name] (Try using a pen)."))
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return
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if(istype(A, /obj/machinery/portable_atmospherics/hydroponics))
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var/obj/machinery/portable_atmospherics/hydroponics/tray = A
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if(!tray.mechanical)
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to_chat(user, span_warning("How are you going to label that?"))
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return
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tray.labelled = label
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spawn(1)
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tray.update_icon()
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user.visible_message( \
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span_notice("\The [user] labels [A] as [label]."), \
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span_notice("You label [A] as [label]."))
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A.name = "[A.name] ([label])"
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/obj/item/hand_labeler/attack_self(mob/user)
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. = ..(user)
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if(.)
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return TRUE
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mode = !mode
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icon_state = "labeler[mode]"
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if(mode)
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to_chat(user, span_notice("You turn on \the [src]."))
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//Now let them chose the text.
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var/str = sanitizeSafe(tgui_input_text(user,"Label text?","Set label","",MAX_NAME_LEN, encode = FALSE), MAX_NAME_LEN)
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if(!str || !length(str))
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to_chat(user, span_warning("Invalid text."))
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return
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label = str
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to_chat(user, span_notice("You set the text to '[str]'."))
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else
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to_chat(user, span_notice("You turn off \the [src]."))
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