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vgstation13/code/game/objects/structures/stool_bed_chair_nest/chairs.dm
petethegoat@gmail.com 5b33027e69 Fixes issue 865.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4694 316c924e-a436-60f5-8080-3fe189b3f50e
2012-09-15 23:37:20 +00:00

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/obj/structure/stool/bed/chair //YES, chairs are a type of bed, which are a type of stool. This works, believe me. -Pete
name = "chair"
desc = "You sit in this. Either by will or force."
icon_state = "chair"
/obj/structure/stool/bed/chair/New()
if(anchored)
src.verbs -= /atom/movable/verb/pull
..()
spawn(3) //sorry. i don't think there's a better way to do this.
handle_rotation()
return
/obj/structure/stool/bed/chair/attackby(obj/item/weapon/W as obj, mob/user as mob)
..()
if(istype(W, /obj/item/assembly/shock_kit))
var/obj/item/assembly/shock_kit/SK = W
if(!SK.status)
user << "<span class='notice'>[SK] is not ready to be attached!</span>"
return
user.drop_item()
var/obj/structure/stool/bed/chair/e_chair/E = new /obj/structure/stool/bed/chair/e_chair(src.loc)
playsound(src.loc, 'sound/items/Deconstruct.ogg', 50, 1)
E.dir = dir
E.part = SK
SK.loc = E
SK.master = E
del(src)
/obj/structure/stool/bed/chair/proc/handle_rotation() //making this into a seperate proc so office chairs can call it on Move()
if(src.dir == NORTH)
src.layer = FLY_LAYER
else
src.layer = OBJ_LAYER
if(buckled_mob)
if(buckled_mob.loc != src.loc)
buckled_mob.buckled = null //Temporary, so Move() succeeds.
if(!buckled_mob.Move(loc))
unbuckle()
buckled_mob = null
else
buckled_mob.buckled = src //Restoring
if(buckled_mob)
buckled_mob.dir = dir
/obj/structure/stool/bed/chair/verb/rotate()
set name = "Rotate Chair"
set category = "Object"
set src in oview(1)
src.dir = turn(src.dir, 90)
handle_rotation()
return
/obj/structure/stool/bed/chair/MouseDrop_T(mob/M as mob, mob/user as mob)
if(!istype(M)) return
buckle_mob(M, user)
return
// Chair types
/obj/structure/stool/bed/chair/wood/normal
icon_state = "wooden_chair"
name = "wooden chair"
desc = "Old is never too old to not be in fashion."
/obj/structure/stool/bed/chair/wood/wings
icon_state = "wooden_chair_wings"
name = "wooden chair"
desc = "Old is never too old to not be in fashion."
/obj/structure/stool/bed/chair/wood/attackby(obj/item/weapon/W as obj, mob/user as mob)
if(istype(W, /obj/item/weapon/wrench))
playsound(src.loc, 'sound/items/Ratchet.ogg', 50, 1)
new /obj/item/stack/sheet/wood(src.loc)
del(src)
else
..()
/obj/structure/stool/bed/chair/comfy
name = "comfy chair"
desc = "It looks comfy."
/obj/structure/stool/bed/chair/comfy/brown
icon_state = "comfychair_brown"
/obj/structure/stool/bed/chair/comfy/beige
icon_state = "comfychair_beige"
/obj/structure/stool/bed/chair/comfy/teal
icon_state = "comfychair_teal"
/obj/structure/stool/bed/chair/office
anchored = 0
/obj/structure/stool/bed/chair/comfy/black
icon_state = "comfychair_black"
/obj/structure/stool/bed/chair/comfy/lime
icon_state = "comfychair_lime"
/obj/structure/stool/bed/chair/office/Move()
..()
handle_rotation()
/obj/structure/stool/bed/chair/office/light
icon_state = "officechair_white"
/obj/structure/stool/bed/chair/office/dark
icon_state = "officechair_dark"