Files
fulpstation/code/game/objects/structures/crates_lockers/closets/fireaxe.dm
kingofkosmos c8d79e7034 Removed unnecessary spaces in these situations:
"span class = '" changed to "span class='"
"'> " changed to "'>"
2015-06-14 12:13:19 +03:00

245 lines
7.6 KiB
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//I still dont think this should be a closet but whatever
/obj/structure/closet/fireaxecabinet
name = "fire axe cabinet"
desc = "There is small label that reads \"For Emergency use only\" along with details for safe use of the axe. As if."
var/obj/item/weapon/twohanded/fireaxe/fireaxe = new/obj/item/weapon/twohanded/fireaxe
icon = 'icons/obj/wallmounts.dmi'
icon_state = "fireaxe1000"
anchored = 1
density = 0
wall_mounted = 1
var/localopened = 0 //Setting this to keep it from behaviouring like a normal closet and obstructing movement in the map. -Agouri
opened = 1
var/hitstaken = 0
locked = 1
var/smashed = 0
/obj/structure/closet/fireaxecabinet/attackby(var/obj/item/O as obj, var/mob/living/user as mob, params) //Marker -Agouri
//..() //That's very useful, Erro
var/hasaxe = 0 //gonna come in handy later~
if(fireaxe)
hasaxe = 1
if (isrobot(user) || src.locked)
if(istype(O, /obj/item/device/multitool))
user << "<span class='caution'>Resetting circuitry...</span>"
playsound(user, 'sound/machines/lockreset.ogg', 50, 1)
if(do_after(user, 20))
src.locked = 0
user << "<span class='caution'>You disable the locking modules.</span>"
update_icon()
return
else if(istype(O, /obj/item/weapon))
user.changeNext_move(CLICK_CD_MELEE)
var/obj/item/weapon/W = O
if(src.smashed || src.localopened)
if(localopened)
localopened = 0
icon_state = "fireaxe[hasaxe][src.localopened][src.hitstaken][src.smashed]closing"
spawn(10) update_icon()
return
else
user.do_attack_animation(src)
playsound(user, 'sound/effects/Glasshit.ogg', 100, 1) //We don't want this playing every time
if(W.force < 15)
user << "<span class='warning'>The cabinet's protective glass glances off the hit.</span>"
else
src.hitstaken++
if(src.hitstaken == 4)
playsound(user, 'sound/effects/Glassbr3.ogg', 100, 1) //Break cabinet, receive goodies. Cabinet's fucked for life after that.
src.smashed = 1
src.locked = 0
src.localopened = 1
update_icon()
return
if (istype(O, /obj/item/weapon/twohanded/fireaxe) && src.localopened)
if(!fireaxe)
if(O:wielded)
user << "<span class='warning'>Unwield the axe first.</span>"
return
fireaxe = O
user.drop_item()
src.contents += O
user << "<span class='caution'>You place the fire axe back in the [src.name].</span>"
update_icon()
else
if(src.smashed)
return
else
localopened = !localopened
if(localopened)
icon_state = "fireaxe[hasaxe][src.localopened][src.hitstaken][src.smashed]opening"
spawn(10) update_icon()
else
icon_state = "fireaxe[hasaxe][src.localopened][src.hitstaken][src.smashed]closing"
spawn(10) update_icon()
else
if(src.smashed)
return
if(istype(O, /obj/item/device/multitool))
if(localopened)
localopened = 0
icon_state = "fireaxe[hasaxe][src.localopened][src.hitstaken][src.smashed]closing"
spawn(10) update_icon()
return
else
user << "<span class='caution'>Resetting circuitry...</span>"
playsound(user, 'sound/machines/lockenable.ogg', 50, 1)
if(do_after(user, 20))
src.locked = 1
user << "<span class='caution'>You re-enable the locking modules.</span>"
return
else
localopened = !localopened
if(localopened)
icon_state = "fireaxe[hasaxe][src.localopened][src.hitstaken][src.smashed]opening"
spawn(10) update_icon()
else
icon_state = "fireaxe[hasaxe][src.localopened][src.hitstaken][src.smashed]closing"
spawn(10) update_icon()
/obj/structure/closet/fireaxecabinet/ex_act(severity, target)
switch(severity)
if(1.0)
qdel(src)
return
if(2.0)
if(prob(50))
if(fireaxe)
fireaxe.loc = src.loc
qdel(src)
return
if(3.0)
return
/obj/structure/closet/fireaxecabinet/bullet_act(var/obj/item/projectile/Proj)
if((Proj.damage_type == BRUTE || Proj.damage_type == BURN))
health -= Proj.damage
if(Proj.damage >= 15 && !smashed && !localopened)
hitstaken++
if(health <= 0)
if(fireaxe)
fireaxe.loc = src.loc
qdel(src)
return
if(hitstaken >= 4)
playsound(src, 'sound/effects/Glassbr3.ogg', 100, 1)
smashed = 1
locked = 0
localopened = 1
update_icon()
/obj/structure/closet/fireaxecabinet/blob_act()
if(prob(75))
if(fireaxe)
fireaxe.loc = src.loc
qdel(src)
/obj/structure/closet/fireaxecabinet/attack_hand(mob/user as mob)
var/hasaxe = 0
if(fireaxe)
hasaxe = 1
if(src.locked)
user <<"<span class='warning'>The cabinet won't budge!</span>"
return
if(localopened)
if(fireaxe)
user.put_in_hands(fireaxe)
fireaxe = null
user << "<span class='caution'>You take the fire axe from the [name].</span>"
src.add_fingerprint(user)
update_icon()
else
if(src.smashed)
return
else
localopened = !localopened
if(localopened)
src.icon_state = "fireaxe[hasaxe][src.localopened][src.hitstaken][src.smashed]opening"
spawn(10) update_icon()
else
src.icon_state = "fireaxe[hasaxe][src.localopened][src.hitstaken][src.smashed]closing"
spawn(10) update_icon()
else
localopened = !localopened //I'm pretty sure we don't need an if(src.smashed) in here. In case I'm wrong and it fucks up teh cabinet, **MARKER**. -Agouri
if(localopened)
src.icon_state = "fireaxe[hasaxe][src.localopened][src.hitstaken][src.smashed]opening"
spawn(10) update_icon()
else
src.icon_state = "fireaxe[hasaxe][src.localopened][src.hitstaken][src.smashed]closing"
spawn(10) update_icon()
/obj/structure/closet/fireaxecabinet/attack_tk(mob/user as mob)
if(localopened && fireaxe)
fireaxe.loc = loc
user << "<span class='caution'>You telekinetically remove the fire axe.</span>"
fireaxe = null
update_icon()
return
attack_hand(user)
/obj/structure/closet/fireaxecabinet/verb/toggle_openness() //nice name, huh? HUH?! -Erro //YEAH -Agouri
set name = "Open/Close"
set category = "Object"
if (isrobot(usr) || src.locked || src.smashed)
if(src.locked)
usr << "<span class='danger'>The cabinet won't budge!</span>"
else if(src.smashed)
usr << "<span class='notice'>The protective glass is broken!</span>"
return
localopened = !localopened
update_icon()
/obj/structure/closet/fireaxecabinet/verb/remove_fire_axe()
set name = "Remove Fire Axe"
set category = "Object"
if (isrobot(usr))
return
if (localopened)
if(fireaxe)
usr.put_in_hands(fireaxe)
fireaxe = null
usr << "<span class='notice'>You take the Fire axe from the [name].</span>"
else
usr << "<span class='notice'>The [src.name] is empty.</span>"
else
usr << "<span class='notice'>The [src.name] is closed.</span>"
update_icon()
/obj/structure/closet/fireaxecabinet/attack_paw(mob/user as mob)
attack_hand(user)
return
/obj/structure/closet/fireaxecabinet/attack_ai(mob/user as mob)
if(src.smashed)
user << "<span class='warning'>The security of the cabinet is compromised.</span>"
return
else
locked = !locked
if(locked)
user << "<span class='caution'>Cabinet locked.</span>"
else
user << "<span class='caution'>Cabinet unlocked.</span>"
return
/obj/structure/closet/fireaxecabinet/update_icon() //Template: fireaxe[has fireaxe][is opened][hits taken][is smashed]. If you want the opening or closing animations, add "opening" or "closing" right after the numbers
var/hasaxe = 0
if(fireaxe)
hasaxe = 1
icon_state = "fireaxe[hasaxe][src.localopened][src.hitstaken][src.smashed]"
/obj/structure/closet/fireaxecabinet/open()
return
/obj/structure/closet/fireaxecabinet/close()
return