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VOREStation/maps/redgate/facility_items.dm
T
Cameron Lennox d5849910e5 Begin clickcode attack_self fix (#18797)
* 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
2025-12-29 13:21:10 -05:00

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/obj/item/card/id/keycard
name = "keycard"
desc = "Allows access to certain doors."
icon_state = "keycard-red"
initial_sprite_stack = list()
light_color = "#0099ff"
access = list(801)
special_handling = TRUE
/obj/item/card/id/keycard/update_icon()
return
/obj/item/card/id/keycard/read()
to_chat(usr, span_notice("It is a red keycard, it must unlock something."))
/obj/item/card/id/keycard/blue
icon_state = "keycard-blue"
access = list(802)
/obj/item/card/id/keycard/green
icon_state = "keycard-green"
access = list(803)
/obj/item/glamourcrystal
name = "white crytal"
desc = "A large white, highly reflective crystal with a slight glow to it."
icon = 'icons/obj/items.dmi'
icon_state = "glamourcrystal"
/obj/structure/crystalholder
name = "material cart"
desc = "A cart designed to fit and carry one large carefully cut crystal."
icon = 'icons/obj/items.dmi'
icon_state = "crystalholder"
var/crystal = 0
density = 1
anchored = 0
/obj/structure/crystalholder/attackby(obj/item/W, mob/living/user)
if(istype(W,/obj/item/glamourcrystal) && !crystal)
icon_state = "crystalholder_full"
update_icon()
crystal = 1
user.drop_item()
qdel(W)
to_chat(user, span_notice("You insert the crystal into the receptacle."))
else
to_chat(user, span_notice("There isn't a slot for that."))
/obj/machinery/crystalexperimenter
name = "crystal experimenter"
desc = "A cart designed to fit and carry one large carefully cut crystal."
icon = 'icons/obj/32x64.dmi'
icon_state = "crystalexperimenter"
var/used_up = 0
density = 0
anchored = 1
layer = 5
var/id = "glamour"
/obj/machinery/crystalexperimenter/proc/experiment()
if(used_up)
return
var/crystal_found = 0
for(var/obj/structure/crystalholder/C in get_turf(src))
if(C.crystal)
used_up = 1
crystal_found = 1
continue
if(!crystal_found)
return
for(var/obj/machinery/light/L in GLOB.machines)
if(L.z != src.z || get_dist(src,L) > 10)
continue
else
L.flicker(10)
for(var/obj/machinery/door/blast/M in GLOB.machines)
if(M.id == id)
if(M.density)
spawn(0)
M.open()
return
else
spawn(0)
M.close()
return
/obj/machinery/button/remote/experimenter
name = "experimentation switch"
desc = "A switch tied to nearby machinery."
/obj/machinery/button/remote/experimenter/trigger()
for(var/obj/machinery/crystalexperimenter/E in GLOB.machines)
E.experiment()