mirror of
https://github.com/vgstation-coders/vgstation13.git
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220 lines
5.5 KiB
Plaintext
220 lines
5.5 KiB
Plaintext
/*
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CONTAINS:
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BEDSHEETS
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LINEN BINS
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*/
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/obj/item/weapon/bedsheet
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name = "bedsheet"
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desc = "A surprisingly soft linen bedsheet."
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icon = 'icons/obj/items.dmi'
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icon_state = "sheet"
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item_state = "bedsheet"
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layer = 4.0
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throwforce = 1
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throw_speed = 1
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throw_range = 2
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w_class = 1.0
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_color = "white"
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//cutting the bedsheet into rags
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/obj/item/weapon/bedsheet/attackby(var/obj/item/I, mob/user as mob)
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var/cut_time=0
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if(istype(I, /obj/item/weapon/scalpel))
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cut_time=20
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else if(istype(I, /obj/item/weapon/kitchen/utensil/knife/large) || istype(I, /obj/item/weapon/kitchen/utensil/knife/large/butch))
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cut_time=40
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else if(istype(I, /obj/item/weapon/shard))
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cut_time=80
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else if(istype(I, /obj/item/weapon/kitchen/utensil/knife/plastic))
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cut_time=160
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if(cut_time)
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to_chat(user, "<span class='notice'>You begin cutting the [src].</span>")
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if(do_after(user, src, cut_time))
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if(!src) return
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to_chat(user, "<span class='notice'>You have cut the [src] into rags.</span>")
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var/turf/location = get_turf(src)
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for(var/x=0; x<=8; x++)
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var/obj/item/weapon/reagent_containers/glass/rag/S = new/obj/item/weapon/reagent_containers/glass/rag/(location)
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S.pixel_x = rand(-5.0, 5)
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S.pixel_y = rand(-5.0, 5)
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qdel(src)
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//todo: hold one if possible?
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//todo: coloring and molotov coloring?
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//todo: finger prints?
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//todo: more cutting tools?
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//todo: sharp thing code/game/objects/objs.dm
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/obj/item/weapon/bedsheet/attack_self(mob/user as mob)
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user.drop_item(src, force_drop = 1)
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if(layer == initial(layer))
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layer = 5
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else
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layer = initial(layer)
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add_fingerprint(user)
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return
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/obj/item/weapon/bedsheet/blue
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icon_state = "sheetblue"
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_color = "blue"
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/obj/item/weapon/bedsheet/green
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icon_state = "sheetgreen"
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_color = "green"
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/obj/item/weapon/bedsheet/orange
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icon_state = "sheetorange"
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_color = "orange"
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/obj/item/weapon/bedsheet/purple
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icon_state = "sheetpurple"
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_color = "purple"
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/obj/item/weapon/bedsheet/rainbow
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icon_state = "sheetrainbow"
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_color = "rainbow"
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/obj/item/weapon/bedsheet/red
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icon_state = "sheetred"
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_color = "red"
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/obj/item/weapon/bedsheet/red/redcoat
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_color = "redcoat" //for denied stamp
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/obj/item/weapon/bedsheet/yellow
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icon_state = "sheetyellow"
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_color = "yellow"
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/obj/item/weapon/bedsheet/mime
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icon_state = "sheetmime"
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_color = "mime"
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/obj/item/weapon/bedsheet/clown
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icon_state = "sheetclown"
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_color = "clown"
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/obj/item/weapon/bedsheet/captain
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icon_state = "sheetcaptain"
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_color = "captain"
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/obj/item/weapon/bedsheet/rd
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icon_state = "sheetrd"
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_color = "director"
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/obj/item/weapon/bedsheet/medical
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icon_state = "sheetmedical"
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_color = "medical"
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/obj/item/weapon/bedsheet/hos
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icon_state = "sheethos"
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_color = "hosred"
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/obj/item/weapon/bedsheet/hop
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icon_state = "sheethop"
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_color = "hop"
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/obj/item/weapon/bedsheet/ce
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icon_state = "sheetce"
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_color = "chief"
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/obj/item/weapon/bedsheet/brown
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icon_state = "sheetbrown"
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_color = "brown"
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/obj/item/weapon/bedsheet/brown/cargo
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_color = "cargo" //exists for washing machines, is not different from brown bedsheet in any way
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/obj/structure/bedsheetbin
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name = "linen bin"
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desc = "A linen bin. It looks rather cosy."
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icon = 'icons/obj/structures.dmi'
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icon_state = "linenbin-full"
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anchored = 1
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var/amount = 20
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var/list/sheets = list()
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var/obj/item/hidden = null
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/obj/structure/bedsheetbin/examine(mob/user)
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..()
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if(amount == 0)
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to_chat(user, "<span class='info'>There are no bed sheets in the bin.</span>")
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else if(amount == 1)
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to_chat(user, "<span class='info'>There is one bed sheet in the bin.</span>")
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else
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to_chat(user, "<span class='info'>There are [amount] bed sheets in the bin.</span>")
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/obj/structure/bedsheetbin/update_icon()
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switch(amount)
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if(0) icon_state = "linenbin-empty"
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if(1 to amount / 2) icon_state = "linenbin-half"
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else icon_state = "linenbin-full"
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/obj/structure/bedsheetbin/attackby(obj/item/I as obj, mob/user as mob)
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if(istype(I, /obj/item/weapon/bedsheet))
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if(user.drop_item(I, src))
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sheets.Add(I)
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amount++
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to_chat(user, "<span class='notice'>You put \the [I] in \the [src].</span>")
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else if(amount && !hidden && I.w_class < 4) //make sure there's sheets to hide it among, make sure nothing else is hidden in there.
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if(user.drop_item(I, src))
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hidden = I
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to_chat(user, "<span class='notice'>You hide [I] among the sheets.</span>")
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/obj/structure/bedsheetbin/attack_paw(mob/user as mob)
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return attack_hand(user)
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/obj/structure/bedsheetbin/attack_hand(mob/user as mob)
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if(amount >= 1)
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amount--
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var/obj/item/weapon/bedsheet/B
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if(sheets.len > 0)
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B = sheets[sheets.len]
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sheets.Remove(B)
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else
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B = new /obj/item/weapon/bedsheet(loc)
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B.loc = user.loc
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user.put_in_hands(B)
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to_chat(user, "<span class='notice'>You take [B] out of [src].</span>")
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if(hidden)
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hidden.loc = user.loc
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to_chat(user, "<span class='notice'>[hidden] falls out of [B]!</span>")
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hidden = null
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add_fingerprint(user)
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/obj/structure/bedsheetbin/attack_tk(mob/user as mob)
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if(amount >= 1)
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amount--
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var/obj/item/weapon/bedsheet/B
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if(sheets.len > 0)
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B = sheets[sheets.len]
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sheets.Remove(B)
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else
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B = new /obj/item/weapon/bedsheet(loc)
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B.loc = loc
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to_chat(user, "<span class='notice'>You telekinetically remove [B] from [src].</span>")
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update_icon()
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if(hidden)
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hidden.loc = loc
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hidden = null
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add_fingerprint(user)
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