/obj/decal/poster desc = "A piece of paper with an image on it. Clearly dealing with incredible technology here." name = "poster" icon = 'icons/obj/items.dmi' icon_state = "poster" anchored = 1 opacity = 0 density = 0 var/imgw = 600 var/imgh = 400 var/popup_win = 1 layer = EFFECTS_LAYER_BASE examine() if (usr.client && src.popup_win) src.show_popup_win(usr) else return ..() proc/show_popup_win(var/client/C) if (!C || !src.popup_win) return // wtf why is this using wizardtips... with a custom size... fuck it im leaving this one out of the centralization -singh C.Browse(grabResource("html/traitorTips/wizardTips.html"),"window=antagTips;size=[imgw]x[imgh];title=Antagonist Tips") wallsign desc = "A sign, on a wall. Wow!" icon = 'icons/obj/decals.dmi' popup_win = 0 var/pixel_var = 0 New() ..() if (src.pixel_var) src.pixel_y += rand(-4,4) src.pixel_x += rand(-4,4) stencil // font: "space frigate", free and adapted by cogwerks name = "stencil" desc = "" icon = 'icons/obj/stencils.dmi' alpha = 200 pixel_y = 9 mouse_opacity = 0 icon_state = "a" // splitting this shit up into children seems easier than assigning them all in the mapmaker with varediting. // it'll make it way easier to assemble stencils while maintaining controlled spacing // this is not a monospaced font so manual adjustments are necessary after laying out text // should be a close-enough estimate for starters though // characters may fit as dublets or triplets on one turf // i suppose it would have been more sensical to just dump out a bunch of full words from gimp // instead of hand-setting a typeface inside a fucking spaceman game // but fuck it, this will let other mappers write whatever hull stencils they want from it. have fun? // going piece by piece should also make damage look more realistic, no floating words over a breach // i'm aligning stencils against corners, so stencils on opposite sides of an airbridge will be either l or r aligned left pixel_x = -3 //fine-tune from this offset a name = "a" icon_state = "a" b name = "b" icon_state = "b" c name = "c" icon_state = "c" d name = "d" icon_state = "d" e name = "e" icon_state = "e" f name = "f" icon_state = "f" g name = "g" icon_state = "g" h name = "h" icon_state = "h" i name = "i" icon_state = "i" j name = "j" icon_state = "j" k name = "k" icon_state = "k" l name = "l" icon_state = "l" m name = "m" icon_state = "m" n name = "n" icon_state = "n" o name = "o" icon_state = "o" p name = "p" icon_state = "p" q name = "q" icon_state = "q" r name = "r" icon_state = "r" s name = "s" icon_state = "s" t name = "t" icon_state = "t" u name = "u" icon_state = "u" v name = "v" icon_state = "v" w name = "w" icon_state = "w" x name = "x" icon_state = "x" y name = "y" icon_state = "y" z name = "z" icon_state = "z" one name = "one" icon_state = "1" two name = "two" icon_state = "2" three name = "three" icon_state = "3" four name = "four" icon_state = "4" five name = "five" icon_state = "5" six name = "six" icon_state = "6" seven name = "seven" icon_state = "7" eight name = "eight" icon_state = "8" nine name = "nine" icon_state = "9" zero name = "zero" icon_state = "0" right pixel_x = 11 // fine-tune from this offset a name = "a" icon_state = "a" b name = "b" icon_state = "b" c name = "c" icon_state = "c" d name = "d" icon_state = "d" e name = "e" icon_state = "e" f name = "f" icon_state = "f" g name = "g" icon_state = "g" h name = "h" icon_state = "h" i name = "i" icon_state = "i" j name = "j" icon_state = "j" k name = "k" icon_state = "k" l name = "l" icon_state = "l" m name = "m" icon_state = "m" n name = "n" icon_state = "n" o name = "o" icon_state = "o" p name = "p" icon_state = "p" q name = "q" icon_state = "q" r name = "r" icon_state = "r" s name = "s" icon_state = "s" t name = "t" icon_state = "t" u name = "u" icon_state = "u" v name = "v" icon_state = "v" w name = "w" icon_state = "w" x name = "x" icon_state = "x" y name = "y" icon_state = "y" z name = "z" icon_state = "z" one name = "one" icon_state = "1" two name = "two" icon_state = "2" three name = "three" icon_state = "3" four name = "four" icon_state = "4" five name = "five" icon_state = "5" six name = "six" icon_state = "6" seven name = "seven" icon_state = "7" eight name = "eight" icon_state = "8" nine name = "nine" icon_state = "9" zero name = "zero" icon_state = "0" chsl name = "CLEAN HANDS SAVE LIVES" desc = "A poster that reads 'CLEAN HANDS SAVE LIVES'." icon_state = "chsl" chsc name = "CLEAN HANDS SAVE CASH" desc = "A poster that reads 'CLEAN HANDS SAVE CASH: Today's unwashed palm is tomorrow's class action suit!'." icon_state = "chsc" danger_highvolt name = "Danger: High Voltage" icon_state = "shock" medbay name = "Medical Bay" icon_state = "wall_sign_medbay" security name = "Security" icon_state = "wall_sign_security" engineering name = "Engineering" icon_state = "wall_sign_engineering" space name = "VACUUM AREA" desc = "A warning sign which reads 'EXTERNAL AIRLOCK'." icon_state = "space" construction name = "CONSTRUCTION AREA" desc = "A warning sign which reads 'CONSTRUCTION AREA'." icon_state = "wall_sign_danger" pool name = "Pool" icon_state = "pool" fire name = "FIRE HAZARD" desc = "A warning sign which reads 'FIRE HAZARD'." icon_state = "wall_sign_fire" biohazard name = "BIOHAZARD" desc = "A warning sign which reads 'BIOHAZARD'." icon_state = "bio" gym name = "Barkley Ballin' Gym" icon_state = "gym" barber name = "The Snip" icon = 'icons/obj/barber_shop.dmi' icon_state = "thesnip" bar name = "Bar" icon = 'icons/obj/stationobjs.dmi' icon_state = "barsign" coffee name ="Coffee Shop" desc = "A cute little coffee cup poster." icon = 'icons/obj/foodNdrink/espresso.dmi' icon_state ="fancycoffeecup" magnet name = "ACTIVE MAGNET AREA" desc = "A warning sign. I guess this area is dangerous." icon_state = "wall_sign_mag" cdnp name = "CRIME DOES NOT PAY" desc = "A warning sign which suggests that you reconsider your poor life choices." icon_state = "crime" dont_panic name = "DON'T PANIC" desc = "A sign which suggests that you remain calm, as everything is surely just fine." icon_state = "centcomfail" New() ..() icon_state = pick("centcomfail", "centcomfail2") fudad name = "Arthur Muggins Memorial Jazz Lounge" desc = "In memory of Arthur \"F. U. Dad\" Muggins, the bravest, toughest Vice Cop SS13 has ever known. Loved by all. R.I.P." icon_state = "rip" escape name = "ESCAPE" desc = "Follow this to find Escape! Or fire. Or death. One of those." icon_state = "wall_escape" escape_left name = "ESCAPE" desc = "Follow this to find Escape! Or fire. Or death. One of those." icon_state = "wall_escape_arrow_l" escape_right name = "ESCAPE" desc = "Follow this to find Escape! Or fire. Or death. One of those." icon_state = "wall_escape_arrow_r" medbay_text name = "MEDICAL BAY" desc = "Follow this to find Medbay! Or fire. Or death. One of those." icon_state = "wall_medbay" medbay_left name = "MEDICAL BAY" desc = "Follow this to find Medbay! Or fire. Or death. One of those." icon_state = "wall_medbay_arrow_l" medbay_right name = "MEDICAL BAY" desc = "Follow this to find Medbay! Or fire. Or death. One of those." icon_state = "wall_medbay_arrow_r" security_wall name = "SECURITY" desc = "Follow this to find Security! Or fire. Or death. One of those." icon_state = "wall_security" security_left name = "SECURITY" desc = "Follow this to find Security! Or fire. Or death. One of those." icon_state = "wall_security_arrow_l" security_right name = "SECURITY" desc = "Follow this to find Security! Or fire. Or death. One of those." icon_state = "wall_security_arrow_r" submarines name = "SUBMARINES" desc = "Follow this to find Submarines! Or fire. Or death. One of those." icon_state = "wall_submarines" submarines_left name = "SUBMARINES" desc = "Follow this to find Submarines! Or fire. Or death. One of those." icon_state = "wall_submarines_arrow_l" submarines_right name = "SUBMARINES" desc = "Follow this to find Submarines! Or fire. Or death. One of those." icon_state = "wall_submarines_arrow_r" hazard_stripe name = "hazard stripe" desc = "" icon_state = "stripe" hazard_caution name = "CAUTION" icon_state = "wall_caution" hazard_danger name = "DANGER" icon_state = "wall_danger" hazard_bio name = "BIOHAZARD" icon_state = "wall_biohazard" hazard_rad name = "RADIATION" icon_state = "wall_radiation" hazard_exheat name = "EXTREME HEAT" icon_state = "wall_extremeheat" hazard_electrical name = "ELECTRICAL HAZARD" icon_state = "wall_electricalhazard" hazard_hotloop name = "HOT LOOP" icon_state = "wall_hotloop" hazard_coldloop name = "COLD LOOP" icon_state = "wall_coldloop" poster_hair name = "Fabulous Hair!" desc = "There's a bunch of ladies with really fancy hair pictured on this." icon_state = "wall_poster_hair" poster_cool name = "cool poster" desc = "There's a couple people pictured on this poster, looking pretty cool." icon_state = "wall_poster_cool3" random_icon_states = list("wall_poster_cool", "wall_poster_cool2", "wall_poster_cool3") poster_human name = "poster" desc = "There's a person pictured on this poster. Some sort of celebrity." icon_state = "wall_poster_human" //todo: implement procedural celebrities poster_borg name = "poster" desc = "There's a cyborg pictured on this poster, but you aren't really sure what the message is. Is it trying to advertise something?" icon_state = "wall_poster_borg" poster_sol name = "poster" desc = "There's a star and the word 'SOL' pictured on this poster." icon_state = "wall_poster_sol" poster_clown name = "poster" desc = "There's a clown pictured on this poster." icon_state = "wall_poster_clown" poster_nt name = "\improper NanoTrasen poster" desc = "A cheerful-looking version of the NT corporate logo." icon_state = "wall_poster_nt" poster_ptoe name = "periodic table of elements" desc = "A chart listing all known chemical elements." icon_state = "ptoe" poster_y4nt name = "\improper NanoTrasen poster" desc = "A huge poster that reads 'I want YOU for NT!'" icon_state = "you_4_nt" poster_beach name = "beach poster" desc = "Sun, sea, and sand! Just visit VR." icon_state = "wall_poster_beach" poster_discount name = "grimy poster" desc = "Buy Discount Dans! Now legally food." icon_state = "wall_poster_discount" poster_octocluwne name = "spooky poster" desc = "Coming to theatres this summer: THE OCTOCLUWNE FROM MARS!" icon_state = "wall_poster_octocluwne" poster_eyetest name = "eye chart" desc = "It's hard to make out anything. You're at a loss as to what even the first letter is." //heh icon_state = "wall_poster_eyetest" poster_rand name = "poster" desc = "You aren't really sure what the message is. Is it trying to advertise something?" icon_state = "wall_poster_cool3" pixel_var = 1 random_icon_states = list("wall_poster_cool", "wall_poster_cool2", "wall_poster_cool3", "wall_poster_hair", "wall_poster_human", "wall_poster_borg", "wall_poster_sol", "wall_poster_clown", "wall_poster_beach", "wall_poster_discount", "wall_poster_octocluwne", "wall_poser_eyetest") poster_mining name = "mining poster" desc = "Seems like the miners union is planning yet another strike.." icon_state = "wall_poster_mining" portrait_scientist name = "portrait" desc = "It's a portrait of a rather famous plasma scientist, Sawa Hiromi." icon_state = "portrait_scientist" warning1 name = "warning sign" desc = "A sign warning you of something." icon_state = "wall_warning1" warning2 name = "warning sign" desc = "A sign warning you of something." icon_state = "wall_warning2" warning3 name = "warning sign" desc = "A sign warning you of something." icon_state = "wall_warning3" warning4 name = "warning sign" desc = "A sign warning you of something." icon_state = "wall_warning4" statistics1 name = "statistics poster" desc = "A poster with a bar chart depicting the rapid growth of chemistry lab related explosions. Although who the fuck even uses a bar chart when you could be using a line chart.." icon_state = "wall_statistics1" statistics2 name = "statistics poster" desc = "A poster with a line chart depicting the rapid growth of artifact lab related accidents." icon_state = "wall_statistics2" newtonscrew name = "Newtons Crew Memorial Plaque" desc = "In memory of the first to go where none had gone before. Sailor Dave, Faffotron, Bethany Parks, Jake Marshall, Luis Smith, Monte Lowe, Parker Unk, Ygor Savage, Valterak Balmue, Jenny Antonsson, Edison Lootin," icon_state = "rip" testsubject name = "Anatomy of a test subject" desc = "This poster showcases all of the weak points of a monkey test subject. Sadly it does not have any weak points." icon_state = "testsubject" mantaposter name = "NSS Manta poster" desc = "Pre-eliminary signing up for Nanotrasen's newest military vessel NSS Manta has now begun. Reach out to your head of personnel or a local Nanotrasen recruiting officer to find out more about new job oppurtunities aboard NSS Manta! " icon_state = "mantaposter" teaparty name = "Weird poster" desc = "Huh." icon_state = "teaparty" New() ..() var/which = rand(1, 4) switch(which) if(1) src.name = "Tea Hell and Back" src.desc = "Starring Camryn Stern, Edgar Palmer, Ryan Yeets, Jebediah Hawkins, and Frederick Cooper." if(2) src.icon_state = "teaparty2" src.name = "It Came from the Void" src.desc = "Starring William Carr, Bruce Isaman, and Julio Hayhurst." if(3) src.icon_state = "teaparty3" src.name = "Afterlife Activity" src.desc = "Starring Marmalade Addison, Lily White, cockroach, and Darcey Paynter." if (4) src.name = "\proper fuck II" src.desc = "A poster for \"fuck II: Plumb Fuckled.\"" src.icon_state = "fuckII" fuck2 name = "\proper fuck II" desc = "A poster for \"fuck II: Plumb Fuckled.\"" icon_state = "fuckII" bookcase name = "bookcase" desc = "A bookcase filled to the brim with marvelous works of lit-... Hey! This is just bookcase wallpaper!" icon = 'icons/turf/adventure.dmi' icon_state = "bookcase_full_wall" pixel_y = -4 layer = 3 landscape desc = "A beautiful painting of a landscape that is engulfed by flames." name = "painting" icon = 'icons/obj/64x32.dmi' icon_state = "landscape" garbagegarbssign desc = "Come down over to Garbage Garbs, we've got both garbs -AND- garbage!" name = "Garbage Garbs sign" icon = 'icons/effects/96x32.dmi' //Maybe not the best place but it was the only ready 96x32 dmi icon_state = "garbagegarbs" bound_width = 96 /////////////////////////////////////// // AZUNGAR'S HEAD OF DEPARTMENT ITEMS// + FIREBARRAGE HELPED TOO BUT HE SMELLS /////////////////////////////////////// medal name = "framed medal" desc = "A dusty old war medal." var/award_text = null var/usageState = 0 icon_state = "medal" pixel_y = -6 // 0 = GLASS, MEDAL 1 = GLASS OFF, MEDAL IN CASE, 2 = GLASS OFF, MEDAL GONE, New() if(award_text) return award_text else // Do we have a hos? for(var/mob/living/carbon/human/player in mobs) if(!player.mind) continue if(player.mind.assigned_role == "Head of Security") award_text = src.get_award_text(player.mind) return award_text desc = award_text attack_hand(mob/user as mob) if (user.stat || isghostdrone(user) || !isliving(user)) return switch (usageState) if (0) if (issilicon(user)) return src.usageState = 1 src.icon_state = "medal1" user.visible_message("[user] takes off the glass frame.", "You take off the glass frame.") var/obj/item/sheet/glass/G = new /obj/item/sheet/glass() G.amount = 1 src.add_fingerprint(user) user.put_in_hand_or_drop(G) if (1) playsound(src.loc, "sound/machines/click.ogg", 50, 1) var/obj/item/hosmedal/M = new /obj/item/hosmedal() M.desc = src.desc user.put_in_hand_or_drop(M) user.visible_message("[user] takes the medal from the frame.", "You take the medal out of the frame.") src.icon_state = "frame" src.add_fingerprint(user) src.usageState = 2 attackby(obj/item/W as obj, mob/user as mob) if (user.stat) return if (istype(W, /obj/item/diary)) var/obj/item/paper/book/space_law/first/newbook = new /obj/item/paper/book/space_law/first user.u_equip(W) user.put_in_hand_or_drop(newbook) boutput(user, "Beepsky's private journal transforms into Space Law 1st Print.") qdel(W) if (src.usageState == 2) if (istype(W, /obj/item/hosmedal)) playsound(src.loc, "sound/machines/click.ogg", 50, 1) user.u_equip(W) qdel(W) user.visible_message("[user] places the medal back in the frame.", "You place the medal back in the frame.") src.usageState = 1 src.icon_state = "medal1" if (src.usageState == 1) if (istype(W, /obj/item/sheet/glass)) if (W.amount >= 1) playsound(src.loc, "sound/machines/click.ogg", 50, 1) user.u_equip(W) qdel(W) user.visible_message("[user] places glass back in the frame.", "You place the glass back in the frame.") src.usageState = 0 src.icon_state = "medal" proc/get_award_text(var/datum/mind/M) var/hosname = "Anonymous" if(M && M.current && M.current.client && M.current.client.preferences && M.current.client.preferences.name_last) hosname = M.current.client.preferences.name_last var/hosage = 50 if(M && M.current && M.current.bioHolder && M.current.bioHolder.age) hosage = M.current.bioHolder.age . = "Awarded to [pick("Pvt.","Sgt","Cpl.","Maj.","Cpt.","Col.","Gen.")] " . += "[hosname] for [pick("Outstanding","Astounding","Incredible")] " . += "[pick("Bravery","Courage","Sneakiness","Competence","Participation","Robustness")] in the " . += "[pick("Great","Scary","Bloody","")] [pick("War","Battle","Massacre","Riot","Kerfuffle","Undeclared Conflict")] of " . += "'[(CURRENT_SPACE_YEAR - rand((hosage - 18),hosage)) % 100]." firstbill name = "framed space currency" desc = "A single space currency in a glass frame." var/award_text_hop = null var/usageState = 0 icon_state = "hopcredit" pixel_y = -6 New() if(award_text_hop) return award_text_hop else // Do we have a hop? for(var/mob/living/carbon/human/player in mobs) if(!player.mind) continue if(player.mind.assigned_role == "Head of Personnel") award_text_hop = src.get_award_text_hop(player.mind) return award_text_hop desc = award_text_hop attack_hand(mob/user as mob) if (user.stat || isghostdrone(user) || !isliving(user)) return switch (usageState) if (0) if (issilicon(user)) return src.usageState = 1 src.icon_state = "hopcredit1" user.visible_message("[user] takes off the glass frame.", "You take off the glass frame.") var/obj/item/sheet/glass/G = new /obj/item/sheet/glass() G.amount = 1 src.add_fingerprint(user) user.put_in_hand_or_drop(G) if (1) playsound(src.loc, "sound/machines/click.ogg", 50, 1) var/obj/item/firstbill/M = new /obj/item/firstbill() M.desc = src.desc user.put_in_hand_or_drop(M) user.visible_message("[user] takes the first bill from the frame.", "You take the first bill out of the frame.") src.icon_state = "frame" src.add_fingerprint(user) src.usageState = 2 attackby(obj/item/W as obj, mob/user as mob) if (user.stat) return if (src.usageState == 2) if (istype(W, /obj/item/firstbill)) playsound(src.loc, "sound/machines/click.ogg", 50, 1) user.u_equip(W) qdel(W) user.visible_message("[user] places the first bill back in the frame.", "You place the first bill back in the frame.") src.usageState = 1 src.icon_state = "hopcredit1" if (src.usageState == 1) if (istype(W, /obj/item/sheet/glass)) if (W.amount >= 1) playsound(src.loc, "sound/machines/click.ogg", 50, 1) user.u_equip(W) qdel(W) user.visible_message("[user] places glass back in the frame.", "You place the glass back in the frame.") src.usageState = 0 src.icon_state = "hopcredit" proc/get_award_text_hop(var/datum/mind/M) var/hopname = "Anonymous" if(M && M.current && M.current.client && M.current.client.preferences && M.current.client.preferences.name_last) hopname = M.current.client.preferences.name_last . = "The first [pick("Space","NT", "Golden","Silver")] " . += "[pick("Dollar","Doubloon","Buck","Peso","Credit")] earned by [hopname]" . += "for selling a [pick("Amazing","Mediocre","Suspicious","Quality","Decent","Odd")]" . += "[pick("Time share","Hamburger", "Clown shoe","Corporate secrets")]" rddiploma name = "research directors diploma" desc = "A fancy space diploma in a glass frame." var/award_text_rd = null var/usageState = 0 icon_state = "rddiploma" pixel_y = -6 get_desc(dist) if(award_text_rd) return award_text_rd if (dist <= 1) . += ".. Upon closer inspection this degree seems to be fake! Who could have guessed!" else // Do we have a rd? for(var/mob/living/carbon/human/player in mobs) if(!player.mind) continue if(player.mind.assigned_role == "Research Director") award_text_rd = src.get_award_text_rd(player.mind) return award_text_rd attack_hand(mob/user as mob) if (user.stat || isghostdrone(user) || !isliving(user)) return switch (usageState) if (0) if (issilicon(user)) return src.usageState = 1 src.icon_state = "rddiploma1" user.visible_message("[user] takes off the glass frame.", "You take off the glass frame.") var/obj/item/sheet/glass/G = new /obj/item/sheet/glass() G.amount = 1 src.add_fingerprint(user) user.put_in_hand_or_drop(G) if (1) playsound(src.loc, "sound/machines/click.ogg", 50, 1) var/obj/item/rddiploma/M = new /obj/item/rddiploma() user.put_in_hand_or_drop(M) user.visible_message("[user] takes the diploma from the frame.", "You take the diploma out of the frame.") src.icon_state = "frame" src.add_fingerprint(user) src.usageState = 2 attackby(obj/item/W as obj, mob/user as mob) if (user.stat) return if (src.usageState == 2) if (istype(W, /obj/item/rddiploma)) playsound(src.loc, "sound/machines/click.ogg", 50, 1) user.u_equip(W) qdel(W) user.visible_message("[user] places the diploma back in the frame.", "You place the diploma back in the frame.") src.usageState = 1 src.icon_state = "rddiploma1" if (src.usageState == 1) if (istype(W, /obj/item/sheet/glass)) if (W.amount >= 1) playsound(src.loc, "sound/machines/click.ogg", 50, 1) user.u_equip(W) qdel(W) user.visible_message("[user] places glass back in the frame.", "You place the glass back in the frame.") src.usageState = 0 src.icon_state = "rddiploma" proc/get_award_text_rd(var/datum/mind/M) var/rdname = "Anonymous" if(M && M.current && M.current.client && M.current.client.preferences && M.current.client.preferences.name_last) rdname = M.current.client.preferences.name_last . += "It says \ [rdname] has been awarded the degree of [pick("Associate", "Bachelor")] of [pick("arts","science")]" . += "Master of [pick("arts","science")]," . += "in [pick("Superstition","Quantum","Avian","Simian","Relative","Absolute","Computational","Philosophical","Practical","Inadvisably-applied","Impractical","Hyper", "Mega", "Giga", "Probabilistic")] [pick("Physics","Astronomy","Plasmatology", "Astrology","Cosmetology", "Dentistry","Botany","Science","Ologylogy","Wumbology")].\"" mdlicense name = "medical directors medical license" desc = "There's just no way this is real." icon_state = "mdlicense" var/usageState = 0 pixel_y = -6 attack_hand(mob/user as mob) if (user.stat || isghostdrone(user) || !isliving(user)) return switch (usageState) if (0) if (issilicon(user)) return src.usageState = 1 src.icon_state = "mdlicense1" user.visible_message("[user] takes off the glass frame.", "You take off the glass frame.") var/obj/item/sheet/glass/G = new /obj/item/sheet/glass() G.amount = 1 src.add_fingerprint(user) user.put_in_hand_or_drop(G) if (1) playsound(src.loc, "sound/machines/click.ogg", 50, 1) var/obj/item/mdlicense/M = new /obj/item/mdlicense() M.desc = src.desc user.put_in_hand_or_drop(M) user.visible_message("[user] takes the medical license from the frame.", "You take the medical license out of the frame.") src.icon_state = "frame" src.add_fingerprint(user) src.usageState = 2 attackby(obj/item/W as obj, mob/user as mob) if (user.stat) return if (src.usageState == 2) if (istype(W, /obj/item/mdlicense)) playsound(src.loc, "sound/machines/click.ogg", 50, 1) user.u_equip(W) qdel(W) user.visible_message("[user] places the medical license back in the frame.", "You place the medical license back in the frame.") src.usageState = 1 src.icon_state = "mdlicense1" if (src.usageState == 1) if (istype(W, /obj/item/sheet/glass)) if (W.amount >= 1) playsound(src.loc, "sound/machines/click.ogg", 50, 1) user.u_equip(W) qdel(W) user.visible_message("[user] places glass back in the frame.", "You place the glass back in the frame.") src.usageState = 0 src.icon_state = "mdlicense"