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Yogstation/code/game/objects/structures/fireaxe.dm
ACCount c6e607dc17 Refactors use_sound and changes the way tools play sounds (#35521)
* Adds list support to usesound, ports drills to usesound

* Adds more tool sounds, changes usesound usage to play_tool_sound

* fix
2018-02-12 17:16:47 +02:00

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/obj/structure/fireaxecabinet
name = "fire axe cabinet"
desc = "There is a small label that reads \"For Emergency use only\" along with details for safe use of the axe. As if."
var/obj/item/twohanded/fireaxe/fireaxe = new/obj/item/twohanded/fireaxe
icon = 'icons/obj/wallmounts.dmi'
icon_state = "fireaxe"
anchored = TRUE
density = FALSE
armor = list(melee = 50, bullet = 20, laser = 0, energy = 100, bomb = 10, bio = 100, rad = 100, fire = 90, acid = 50)
var/locked = TRUE
var/open = FALSE
max_integrity = 150
integrity_failure = 50
/obj/structure/fireaxecabinet/Initialize()
. = ..()
update_icon()
/obj/structure/fireaxecabinet/Destroy()
if(fireaxe)
QDEL_NULL(fireaxe)
return ..()
/obj/structure/fireaxecabinet/attackby(obj/item/I, mob/user, params)
if(iscyborg(user) || istype(I, /obj/item/device/multitool))
toggle_lock(user)
else if(istype(I, /obj/item/weldingtool) && user.a_intent == INTENT_HELP && !broken)
if(obj_integrity < max_integrity)
if(!I.tool_start_check(user, amount=2))
return
to_chat(user, "<span class='notice'>You begin repairing [src].</span>")
if(I.use_tool(src, user, 40, volume=50, amount=2))
obj_integrity = max_integrity
update_icon()
to_chat(user, "<span class='notice'>You repair [src].</span>")
else
to_chat(user, "<span class='warning'>[src] is already in good condition!</span>")
return
else if(istype(I, /obj/item/stack/sheet/glass) && broken)
var/obj/item/stack/sheet/glass/G = I
if(G.get_amount() < 2)
to_chat(user, "<span class='warning'>You need two glass sheets to fix [src]!</span>")
return
to_chat(user, "<span class='notice'>You start fixing [src]...</span>")
if(do_after(user, 20, target = src) && G.use(2))
broken = 0
obj_integrity = max_integrity
update_icon()
else if(open || broken)
if(istype(I, /obj/item/twohanded/fireaxe) && !fireaxe)
var/obj/item/twohanded/fireaxe/F = I
if(F.wielded)
to_chat(user, "<span class='warning'>Unwield the [F.name] first.</span>")
return
if(!user.transferItemToLoc(F, src))
return
fireaxe = F
to_chat(user, "<span class='caution'>You place the [F.name] back in the [name].</span>")
update_icon()
return
else if(!broken)
toggle_open()
else
return ..()
/obj/structure/fireaxecabinet/play_attack_sound(damage_amount, damage_type = BRUTE, damage_flag = 0)
switch(damage_type)
if(BRUTE)
if(broken)
playsound(loc, 'sound/effects/hit_on_shattered_glass.ogg', 90, 1)
else
playsound(loc, 'sound/effects/glasshit.ogg', 90, 1)
if(BURN)
playsound(src.loc, 'sound/items/welder.ogg', 100, 1)
/obj/structure/fireaxecabinet/take_damage(damage_amount, damage_type = BRUTE, damage_flag = 0, sound_effect = 1, attack_dir)
if(open)
return
. = ..()
if(.)
update_icon()
/obj/structure/fireaxecabinet/obj_break(damage_flag)
if(!broken && !(flags_1 & NODECONSTRUCT_1))
update_icon()
broken = TRUE
playsound(src, 'sound/effects/glassbr3.ogg', 100, 1)
new /obj/item/shard(loc)
new /obj/item/shard(loc)
/obj/structure/fireaxecabinet/deconstruct(disassembled = TRUE)
if(!(flags_1 & NODECONSTRUCT_1))
if(fireaxe && loc)
fireaxe.forceMove(loc)
fireaxe = null
new /obj/item/stack/sheet/metal(loc, 2)
qdel(src)
/obj/structure/fireaxecabinet/blob_act(obj/structure/blob/B)
if(fireaxe)
fireaxe.forceMove(loc)
fireaxe = null
qdel(src)
/obj/structure/fireaxecabinet/attack_hand(mob/user)
if(open || broken)
if(fireaxe)
user.put_in_hands(fireaxe)
fireaxe = null
to_chat(user, "<span class='caution'>You take the fire axe from the [name].</span>")
src.add_fingerprint(user)
update_icon()
return
if(locked)
to_chat(user, "<span class='warning'>The [name] won't budge!</span>")
return
else
open = !open
update_icon()
return
/obj/structure/fireaxecabinet/attack_paw(mob/living/user)
attack_hand(user)
/obj/structure/fireaxecabinet/attack_ai(mob/user)
toggle_lock(user)
return
/obj/structure/fireaxecabinet/attack_tk(mob/user)
if(locked)
to_chat(user, "<span class='warning'>The [name] won't budge!</span>")
return
else
open = !open
update_icon()
return
/obj/structure/fireaxecabinet/update_icon()
cut_overlays()
if(fireaxe)
add_overlay("axe")
if(!open)
var/hp_percent = obj_integrity/max_integrity * 100
if(broken)
add_overlay("glass4")
else
switch(hp_percent)
if(-INFINITY to 40)
add_overlay("glass3")
if(40 to 60)
add_overlay("glass2")
if(60 to 80)
add_overlay("glass1")
if(80 to INFINITY)
add_overlay("glass")
if(locked)
add_overlay("locked")
else
add_overlay("unlocked")
else
add_overlay("glass_raised")
/obj/structure/fireaxecabinet/proc/toggle_lock(mob/user)
to_chat(user, "<span class = 'caution'> Resetting circuitry...</span>")
playsound(src, 'sound/machines/locktoggle.ogg', 50, 1)
if(do_after(user, 20, target = src))
to_chat(user, "<span class='caution'>You [locked ? "disable" : "re-enable"] the locking modules.</span>")
locked = !locked
update_icon()
/obj/structure/fireaxecabinet/verb/toggle_open()
set name = "Open/Close"
set category = "Object"
set src in oview(1)
if(locked)
to_chat(usr, "<span class='warning'>The [name] won't budge!</span>")
return
else
open = !open
update_icon()
return