[MIRROR] Fixes to more Initialize procs (#2733)

* Fixes to more Initialize procs

* Update ai_monitored.dm

* Update cleanable.dm

* Update instruments.dm

* Update musician.dm

* Update noticeboard.dm

* Update mimic.dm

* Update interactive.dm
This commit is contained in:
CitadelStationBot
2017-09-13 22:54:12 -05:00
committed by Poojawa
parent b4c27d5533
commit e4db027692
48 changed files with 988 additions and 989 deletions
+1 -1
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@@ -18,7 +18,7 @@
var/obj/effect/countdown/anomaly/countdown
/obj/effect/anomaly/Initialize(mapload, new_lifespan)
..()
. = ..()
GLOB.poi_list |= src
START_PROCESSING(SSobj, src)
impact_area = get_area(src)
+91 -91
View File
@@ -1,91 +1,91 @@
/obj/effect/decal/cleanable
gender = PLURAL
layer = ABOVE_NORMAL_TURF_LAYER
var/list/random_icon_states = list()
var/blood_state = "" //I'm sorry but cleanable/blood code is ass, and so is blood_DNA
var/bloodiness = 0 //0-100, amount of blood in this decal, used for making footprints and affecting the alpha of bloody footprints
var/mergeable_decal = 1 //when two of these are on a same tile or do we need to merge them into just one?
/obj/effect/decal/cleanable/Initialize(mapload)
if (random_icon_states && length(src.random_icon_states) > 0)
src.icon_state = pick(src.random_icon_states)
create_reagents(300)
if(src.loc && isturf(src.loc))
for(var/obj/effect/decal/cleanable/C in src.loc)
if(C != src && C.type == src.type)
replace_decal(C)
..()
/obj/effect/decal/cleanable/proc/replace_decal(obj/effect/decal/cleanable/C)
if(mergeable_decal)
qdel(C)
/obj/effect/decal/cleanable/attackby(obj/item/W, mob/user, params)
if(istype(W, /obj/item/reagent_containers/glass) || istype(W, /obj/item/reagent_containers/food/drinks))
if(src.reagents && W.reagents)
. = 1 //so the containers don't splash their content on the src while scooping.
if(!src.reagents.total_volume)
to_chat(user, "<span class='notice'>[src] isn't thick enough to scoop up!</span>")
return
if(W.reagents.total_volume >= W.reagents.maximum_volume)
to_chat(user, "<span class='notice'>[W] is full!</span>")
return
to_chat(user, "<span class='notice'>You scoop up [src] into [W]!</span>")
reagents.trans_to(W, reagents.total_volume)
if(!reagents.total_volume) //scooped up all of it
qdel(src)
return
if(W.is_hot()) //todo: make heating a reagent holder proc
if(istype(W, /obj/item/clothing/mask/cigarette))
return
else
var/hotness = W.is_hot()
var/added_heat = (hotness / 100)
src.reagents.chem_temp = min(src.reagents.chem_temp + added_heat, hotness)
src.reagents.handle_reactions()
to_chat(user, "<span class='notice'>You heat [src] with [W]!</span>")
else
return ..()
/obj/effect/decal/cleanable/ex_act()
if(reagents)
for(var/datum/reagent/R in reagents.reagent_list)
R.on_ex_act()
..()
/obj/effect/decal/cleanable/fire_act(exposed_temperature, exposed_volume)
if(reagents)
reagents.chem_temp += 30
reagents.handle_reactions()
..()
//Add "bloodiness" of this blood's type, to the human's shoes
//This is on /cleanable because fuck this ancient mess
/obj/effect/decal/cleanable/Crossed(atom/movable/O)
if(ishuman(O))
var/mob/living/carbon/human/H = O
if(H.shoes && blood_state && bloodiness)
var/obj/item/clothing/shoes/S = H.shoes
var/add_blood = 0
if(bloodiness >= BLOOD_GAIN_PER_STEP)
add_blood = BLOOD_GAIN_PER_STEP
else
add_blood = bloodiness
bloodiness -= add_blood
S.bloody_shoes[blood_state] = min(MAX_SHOE_BLOODINESS,S.bloody_shoes[blood_state]+add_blood)
if(blood_DNA && blood_DNA.len)
S.add_blood(blood_DNA)
S.blood_state = blood_state
update_icon()
H.update_inv_shoes()
/obj/effect/decal/cleanable/proc/can_bloodcrawl_in()
if((blood_state != BLOOD_STATE_OIL) && (blood_state != BLOOD_STATE_NOT_BLOODY))
return bloodiness
else
return 0
/obj/effect/decal/cleanable
gender = PLURAL
layer = ABOVE_NORMAL_TURF_LAYER
var/list/random_icon_states = list()
var/blood_state = "" //I'm sorry but cleanable/blood code is ass, and so is blood_DNA
var/bloodiness = 0 //0-100, amount of blood in this decal, used for making footprints and affecting the alpha of bloody footprints
var/mergeable_decal = 1 //when two of these are on a same tile or do we need to merge them into just one?
/obj/effect/decal/cleanable/Initialize(mapload)
if (random_icon_states && length(src.random_icon_states) > 0)
src.icon_state = pick(src.random_icon_states)
create_reagents(300)
if(src.loc && isturf(src.loc))
for(var/obj/effect/decal/cleanable/C in src.loc)
if(C != src && C.type == src.type)
replace_decal(C)
. = ..()
/obj/effect/decal/cleanable/proc/replace_decal(obj/effect/decal/cleanable/C)
if(mergeable_decal)
qdel(C)
/obj/effect/decal/cleanable/attackby(obj/item/W, mob/user, params)
if(istype(W, /obj/item/reagent_containers/glass) || istype(W, /obj/item/reagent_containers/food/drinks))
if(src.reagents && W.reagents)
. = 1 //so the containers don't splash their content on the src while scooping.
if(!src.reagents.total_volume)
to_chat(user, "<span class='notice'>[src] isn't thick enough to scoop up!</span>")
return
if(W.reagents.total_volume >= W.reagents.maximum_volume)
to_chat(user, "<span class='notice'>[W] is full!</span>")
return
to_chat(user, "<span class='notice'>You scoop up [src] into [W]!</span>")
reagents.trans_to(W, reagents.total_volume)
if(!reagents.total_volume) //scooped up all of it
qdel(src)
return
if(W.is_hot()) //todo: make heating a reagent holder proc
if(istype(W, /obj/item/clothing/mask/cigarette))
return
else
var/hotness = W.is_hot()
var/added_heat = (hotness / 100)
src.reagents.chem_temp = min(src.reagents.chem_temp + added_heat, hotness)
src.reagents.handle_reactions()
to_chat(user, "<span class='notice'>You heat [src] with [W]!</span>")
else
return ..()
/obj/effect/decal/cleanable/ex_act()
if(reagents)
for(var/datum/reagent/R in reagents.reagent_list)
R.on_ex_act()
..()
/obj/effect/decal/cleanable/fire_act(exposed_temperature, exposed_volume)
if(reagents)
reagents.chem_temp += 30
reagents.handle_reactions()
..()
//Add "bloodiness" of this blood's type, to the human's shoes
//This is on /cleanable because fuck this ancient mess
/obj/effect/decal/cleanable/Crossed(atom/movable/O)
if(ishuman(O))
var/mob/living/carbon/human/H = O
if(H.shoes && blood_state && bloodiness)
var/obj/item/clothing/shoes/S = H.shoes
var/add_blood = 0
if(bloodiness >= BLOOD_GAIN_PER_STEP)
add_blood = BLOOD_GAIN_PER_STEP
else
add_blood = bloodiness
bloodiness -= add_blood
S.bloody_shoes[blood_state] = min(MAX_SHOE_BLOODINESS,S.bloody_shoes[blood_state]+add_blood)
if(blood_DNA && blood_DNA.len)
S.add_blood(blood_DNA)
S.blood_state = blood_state
update_icon()
H.update_inv_shoes()
/obj/effect/decal/cleanable/proc/can_bloodcrawl_in()
if((blood_state != BLOOD_STATE_OIL) && (blood_state != BLOOD_STATE_NOT_BLOODY))
return bloodiness
else
return 0
@@ -19,7 +19,7 @@
bloodiness = 0
/obj/effect/decal/cleanable/blood/old/Initialize()
..()
. = ..()
icon_state += "-old" //This IS necessary because the parent /blood type uses icon randomization.
blood_DNA["Non-human DNA"] = "A+"
@@ -54,7 +54,7 @@
mergeable_decal = 0
/obj/effect/decal/cleanable/blood/gibs/Initialize()
..()
. = ..()
reagents.add_reagent("liquidgibs", 5)
/obj/effect/decal/cleanable/blood/gibs/ex_act(severity, target)
@@ -94,7 +94,7 @@
bloodiness = 0
/obj/effect/decal/cleanable/blood/gibs/old/Initialize()
..()
. = ..()
setDir(pick(1,2,4,8))
icon_state += "-old"
blood_DNA["Non-human DNA"] = "A+"
@@ -12,7 +12,7 @@
mergeable_decal = 0
/obj/effect/decal/cleanable/ash/Initialize()
..()
. = ..()
reagents.add_reagent("ash", 30)
pixel_x = rand(-5, 5)
pixel_y = rand(-5, 5)
@@ -22,7 +22,7 @@
icon_state = "big_ash"
/obj/effect/decal/cleanable/ash/large/Initialize()
..()
. = ..()
reagents.add_reagent("ash", 30) //double the amount of ash.
@@ -44,7 +44,7 @@
icon_state = "greenglow"
/obj/effect/decal/cleanable/greenglow/Initialize(mapload)
..()
. = ..()
set_light(1)
/obj/effect/decal/cleanable/greenglow/ex_act()
@@ -102,7 +102,7 @@
desc = "You try not to look at the chunks, and fail."
/obj/effect/decal/cleanable/vomit/old/Initialize()
..()
. = ..()
icon_state += "-old"
/obj/effect/decal/cleanable/tomato_smudge
@@ -153,7 +153,7 @@
/obj/effect/decal/cleanable/shreds/Initialize()
pixel_x = rand(-10, 10)
pixel_y = rand(-10, 10)
..()
. = ..()
/obj/effect/decal/cleanable/salt
name = "salt pile"
@@ -48,7 +48,7 @@
bloodiness = MAX_SHOE_BLOODINESS
/obj/effect/decal/cleanable/oil/Initialize()
..()
. = ..()
reagents.add_reagent("oil", 30)
/obj/effect/decal/cleanable/oil/streak
+1 -1
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@@ -7,7 +7,7 @@
var/do_icon_rotate = TRUE
/obj/effect/decal/cleanable/crayon/Initialize(mapload, main = "#FFFFFF", var/type = "rune1", var/e_name = "rune", var/rotation = 0, var/alt_icon = null)
..()
. = ..()
name = e_name
desc = "A [name] vandalizing the station."
+1 -1
View File
@@ -6,7 +6,7 @@
duration = 25
/obj/effect/temp_visual/point/Initialize(mapload, set_invis = 0)
..()
. = ..()
var/atom/old_loc = loc
loc = get_turf(src)
pixel_x = old_loc.pixel_x
+74 -74
View File
@@ -1,65 +1,65 @@
//copy pasta of the space piano, don't hurt me -Pete
/obj/item/device/instrument
name = "generic instrument"
resistance_flags = FLAMMABLE
max_integrity = 100
//copy pasta of the space piano, don't hurt me -Pete
/obj/item/device/instrument
name = "generic instrument"
resistance_flags = FLAMMABLE
max_integrity = 100
icon = 'icons/obj/musician.dmi'
lefthand_file = 'icons/mob/inhands/equipment/instruments_lefthand.dmi'
righthand_file = 'icons/mob/inhands/equipment/instruments_righthand.dmi'
var/datum/song/handheld/song
var/instrumentId = "generic"
var/datum/song/handheld/song
var/instrumentId = "generic"
var/instrumentExt = "mid"
/obj/item/device/instrument/Initialize()
. = ..()
song = new(instrumentId, src, instrumentExt)
/obj/item/device/instrument/Destroy()
qdel(song)
song = null
return ..()
/obj/item/device/instrument/suicide_act(mob/user)
user.visible_message("<span class='suicide'>[user] begins to play 'Gloomy Sunday'! It looks like [user.p_theyre()] trying to commit suicide!</span>")
return (BRUTELOSS)
/obj/item/device/instrument/Initialize(mapload)
..()
if(mapload)
song.tempo = song.sanitize_tempo(song.tempo) // tick_lag isn't set when the map is loaded
/obj/item/device/instrument/attack_self(mob/user)
if(!user.IsAdvancedToolUser())
to_chat(user, "<span class='warning'>You don't have the dexterity to do this!</span>")
return 1
interact(user)
/obj/item/device/instrument/interact(mob/user)
if(!user)
return
if(!isliving(user) || user.stat || user.restrained() || user.lying)
return
user.set_machine(src)
song.interact(user)
/obj/item/device/instrument/violin
name = "space violin"
desc = "A wooden musical instrument with four strings and a bow. \"The devil went down to space, he was looking for an assistant to grief.\""
icon_state = "violin"
item_state = "violin"
force = 10
hitsound = "swing_hit"
instrumentId = "violin"
/obj/item/device/instrument/violin/golden
name = "golden violin"
desc = "A golden musical instrument with four strings and a bow. \"The devil went down to space, he was looking for an assistant to grief.\""
icon_state = "golden_violin"
item_state = "golden_violin"
resistance_flags = LAVA_PROOF | FIRE_PROOF | ACID_PROOF
/obj/item/device/instrument/Destroy()
qdel(song)
song = null
return ..()
/obj/item/device/instrument/suicide_act(mob/user)
user.visible_message("<span class='suicide'>[user] begins to play 'Gloomy Sunday'! It looks like [user.p_theyre()] trying to commit suicide!</span>")
return (BRUTELOSS)
/obj/item/device/instrument/Initialize(mapload)
. = ..()
if(mapload)
song.tempo = song.sanitize_tempo(song.tempo) // tick_lag isn't set when the map is loaded
/obj/item/device/instrument/attack_self(mob/user)
if(!user.IsAdvancedToolUser())
to_chat(user, "<span class='warning'>You don't have the dexterity to do this!</span>")
return 1
interact(user)
/obj/item/device/instrument/interact(mob/user)
if(!user)
return
if(!isliving(user) || user.stat || user.restrained() || user.lying)
return
user.set_machine(src)
song.interact(user)
/obj/item/device/instrument/violin
name = "space violin"
desc = "A wooden musical instrument with four strings and a bow. \"The devil went down to space, he was looking for an assistant to grief.\""
icon_state = "violin"
item_state = "violin"
force = 10
hitsound = "swing_hit"
instrumentId = "violin"
/obj/item/device/instrument/violin/golden
name = "golden violin"
desc = "A golden musical instrument with four strings and a bow. \"The devil went down to space, he was looking for an assistant to grief.\""
icon_state = "golden_violin"
item_state = "golden_violin"
resistance_flags = LAVA_PROOF | FIRE_PROOF | ACID_PROOF
/obj/item/device/instrument/piano_synth
name = "synthesizer"
desc = "An advanced electronic synthesizer that can be used as various instruments."
@@ -74,26 +74,26 @@
song.instrumentDir = name
song.instrumentExt = insTypes[name]
/obj/item/device/instrument/guitar
name = "guitar"
desc = "It's made of wood and has bronze strings."
icon_state = "guitar"
item_state = "guitar"
/obj/item/device/instrument/guitar
name = "guitar"
desc = "It's made of wood and has bronze strings."
icon_state = "guitar"
item_state = "guitar"
instrumentExt = "ogg"
force = 10
attack_verb = list("played metal on", "serenaded", "crashed", "smashed")
hitsound = 'sound/weapons/stringsmash.ogg'
instrumentId = "guitar"
/obj/item/device/instrument/eguitar
name = "electric guitar"
desc = "Makes all your shredding needs possible."
icon_state = "eguitar"
item_state = "eguitar"
force = 12
attack_verb = list("played metal on", "shredded", "crashed", "smashed")
hitsound = 'sound/weapons/stringsmash.ogg'
instrumentId = "eguitar"
force = 10
attack_verb = list("played metal on", "serenaded", "crashed", "smashed")
hitsound = 'sound/weapons/stringsmash.ogg'
instrumentId = "guitar"
/obj/item/device/instrument/eguitar
name = "electric guitar"
desc = "Makes all your shredding needs possible."
icon_state = "eguitar"
item_state = "eguitar"
force = 12
attack_verb = list("played metal on", "shredded", "crashed", "smashed")
hitsound = 'sound/weapons/stringsmash.ogg'
instrumentId = "eguitar"
instrumentExt = "ogg"
/obj/item/device/instrument/glockenspiel
+1 -1
View File
@@ -23,7 +23,7 @@ GLOBAL_LIST_INIT(rod_recipes, list ( \
novariants = TRUE
/obj/item/stack/rods/Initialize(mapload, new_amount, merge = TRUE)
..()
. = ..()
recipes = GLOB.rod_recipes
update_icon()
+346 -346
View File
@@ -1,69 +1,69 @@
#define MUSICIAN_HEARCHECK_MINDELAY 4
#define MUSIC_MAXLINES 300
#define MUSIC_MAXLINECHARS 50
/datum/song
var/name = "Untitled"
var/list/lines = new()
var/tempo = 5 // delay between notes
var/playing = 0 // if we're playing
var/help = 0 // if help is open
var/edit = 1 // if we're in editing mode
var/repeat = 0 // number of times remaining to repeat
var/max_repeats = 10 // maximum times we can repeat
var/instrumentDir = "piano" // the folder with the sounds
var/instrumentExt = "ogg" // the file extension
var/obj/instrumentObj = null // the associated obj playing the sound
/datum/song
var/name = "Untitled"
var/list/lines = new()
var/tempo = 5 // delay between notes
var/playing = 0 // if we're playing
var/help = 0 // if help is open
var/edit = 1 // if we're in editing mode
var/repeat = 0 // number of times remaining to repeat
var/max_repeats = 10 // maximum times we can repeat
var/instrumentDir = "piano" // the folder with the sounds
var/instrumentExt = "ogg" // the file extension
var/obj/instrumentObj = null // the associated obj playing the sound
var/last_hearcheck = 0
var/list/hearing_mobs
/datum/song/New(dir, obj, ext = "ogg")
tempo = sanitize_tempo(tempo)
instrumentDir = dir
instrumentObj = obj
tempo = sanitize_tempo(tempo)
instrumentDir = dir
instrumentObj = obj
instrumentExt = ext
/datum/song/Destroy()
instrumentObj = null
return ..()
// note is a number from 1-7 for A-G
// acc is either "b", "n", or "#"
// oct is 1-8 (or 9 for C)
/datum/song/proc/playnote(note, acc as text, oct)
// handle accidental -> B<>C of E<>F
if(acc == "b" && (note == 3 || note == 6)) // C or F
if(note == 3)
oct--
note--
acc = "n"
else if(acc == "#" && (note == 2 || note == 5)) // B or E
if(note == 2)
oct++
note++
acc = "n"
else if(acc == "#" && (note == 7)) //G#
note = 1
acc = "b"
else if(acc == "#") // mass convert all sharps to flats, octave jump already handled
acc = "b"
note++
// check octave, C is allowed to go to 9
if(oct < 1 || (note == 3 ? oct > 9 : oct > 8))
return
// now generate name
/datum/song/Destroy()
instrumentObj = null
return ..()
// note is a number from 1-7 for A-G
// acc is either "b", "n", or "#"
// oct is 1-8 (or 9 for C)
/datum/song/proc/playnote(note, acc as text, oct)
// handle accidental -> B<>C of E<>F
if(acc == "b" && (note == 3 || note == 6)) // C or F
if(note == 3)
oct--
note--
acc = "n"
else if(acc == "#" && (note == 2 || note == 5)) // B or E
if(note == 2)
oct++
note++
acc = "n"
else if(acc == "#" && (note == 7)) //G#
note = 1
acc = "b"
else if(acc == "#") // mass convert all sharps to flats, octave jump already handled
acc = "b"
note++
// check octave, C is allowed to go to 9
if(oct < 1 || (note == 3 ? oct > 9 : oct > 8))
return
// now generate name
var/soundfile = "sound/instruments/[instrumentDir]/[ascii2text(note+64)][acc][oct].[instrumentExt]"
soundfile = file(soundfile)
// make sure the note exists
if(!fexists(soundfile))
return
// and play
var/turf/source = get_turf(instrumentObj)
soundfile = file(soundfile)
// make sure the note exists
if(!fexists(soundfile))
return
// and play
var/turf/source = get_turf(instrumentObj)
if((world.time - MUSICIAN_HEARCHECK_MINDELAY) > last_hearcheck)
LAZYCLEARLIST(hearing_mobs)
for(var/mob/M in get_hearers_in_view(15, source))
@@ -76,321 +76,321 @@
for(var/i in hearing_mobs)
var/mob/M = i
M.playsound_local(source, null, 100, falloff = 5, S = music_played)
/datum/song/proc/updateDialog(mob/user)
instrumentObj.updateDialog() // assumes it's an object in world, override if otherwise
/datum/song/proc/shouldStopPlaying(mob/user)
if(instrumentObj)
if(!user.canUseTopic(instrumentObj))
/datum/song/proc/updateDialog(mob/user)
instrumentObj.updateDialog() // assumes it's an object in world, override if otherwise
/datum/song/proc/shouldStopPlaying(mob/user)
if(instrumentObj)
if(!user.canUseTopic(instrumentObj))
return TRUE
return !instrumentObj.anchored // add special cases to stop in subclasses
else
return !instrumentObj.anchored // add special cases to stop in subclasses
else
return TRUE
/datum/song/proc/playsong(mob/user)
while(repeat >= 0)
var/cur_oct[7]
var/cur_acc[7]
for(var/i = 1 to 7)
cur_oct[i] = 3
cur_acc[i] = "n"
for(var/line in lines)
//to_chat(world, line)
for(var/beat in splittext(lowertext(line), ","))
//to_chat(world, "beat: [beat]")
var/list/notes = splittext(beat, "/")
for(var/note in splittext(notes[1], "-"))
//to_chat(world, "note: [note]")
if(!playing || shouldStopPlaying(user))//If the instrument is playing, or special case
/datum/song/proc/playsong(mob/user)
while(repeat >= 0)
var/cur_oct[7]
var/cur_acc[7]
for(var/i = 1 to 7)
cur_oct[i] = 3
cur_acc[i] = "n"
for(var/line in lines)
//to_chat(world, line)
for(var/beat in splittext(lowertext(line), ","))
//to_chat(world, "beat: [beat]")
var/list/notes = splittext(beat, "/")
for(var/note in splittext(notes[1], "-"))
//to_chat(world, "note: [note]")
if(!playing || shouldStopPlaying(user))//If the instrument is playing, or special case
playing = FALSE
hearing_mobs = null
return
return
if(!lentext(note))
continue
//to_chat(world, "Parse: [copytext(note,1,2)]")
var/cur_note = text2ascii(note) - 96
if(cur_note < 1 || cur_note > 7)
continue
for(var/i=2 to lentext(note))
var/ni = copytext(note,i,i+1)
if(!text2num(ni))
if(ni == "#" || ni == "b" || ni == "n")
cur_acc[cur_note] = ni
else if(ni == "s")
cur_acc[cur_note] = "#" // so shift is never required
else
cur_oct[cur_note] = text2num(ni)
if(user.dizziness > 0 && prob(user.dizziness / 2))
cur_note = Clamp(cur_note + rand(round(-user.dizziness / 10), round(user.dizziness / 10)), 1, 7)
if(user.dizziness > 0 && prob(user.dizziness / 5))
if(prob(30))
cur_acc[cur_note] = "#"
else if(prob(42))
cur_acc[cur_note] = "b"
else if(prob(75))
cur_acc[cur_note] = "n"
playnote(cur_note, cur_acc[cur_note], cur_oct[cur_note])
if(notes.len >= 2 && text2num(notes[2]))
sleep(sanitize_tempo(tempo / text2num(notes[2])))
else
sleep(tempo)
repeat--
continue
//to_chat(world, "Parse: [copytext(note,1,2)]")
var/cur_note = text2ascii(note) - 96
if(cur_note < 1 || cur_note > 7)
continue
for(var/i=2 to lentext(note))
var/ni = copytext(note,i,i+1)
if(!text2num(ni))
if(ni == "#" || ni == "b" || ni == "n")
cur_acc[cur_note] = ni
else if(ni == "s")
cur_acc[cur_note] = "#" // so shift is never required
else
cur_oct[cur_note] = text2num(ni)
if(user.dizziness > 0 && prob(user.dizziness / 2))
cur_note = Clamp(cur_note + rand(round(-user.dizziness / 10), round(user.dizziness / 10)), 1, 7)
if(user.dizziness > 0 && prob(user.dizziness / 5))
if(prob(30))
cur_acc[cur_note] = "#"
else if(prob(42))
cur_acc[cur_note] = "b"
else if(prob(75))
cur_acc[cur_note] = "n"
playnote(cur_note, cur_acc[cur_note], cur_oct[cur_note])
if(notes.len >= 2 && text2num(notes[2]))
sleep(sanitize_tempo(tempo / text2num(notes[2])))
else
sleep(tempo)
repeat--
hearing_mobs = null
playing = FALSE
repeat = 0
updateDialog(user)
/datum/song/proc/interact(mob/user)
var/dat = ""
if(lines.len > 0)
dat += "<H3>Playback</H3>"
if(!playing)
dat += "<A href='?src=\ref[src];play=1'>Play</A> <SPAN CLASS='linkOn'>Stop</SPAN><BR><BR>"
dat += "Repeat Song: "
dat += repeat > 0 ? "<A href='?src=\ref[src];repeat=-10'>-</A><A href='?src=\ref[src];repeat=-1'>-</A>" : "<SPAN CLASS='linkOff'>-</SPAN><SPAN CLASS='linkOff'>-</SPAN>"
dat += " [repeat] times "
dat += repeat < max_repeats ? "<A href='?src=\ref[src];repeat=1'>+</A><A href='?src=\ref[src];repeat=10'>+</A>" : "<SPAN CLASS='linkOff'>+</SPAN><SPAN CLASS='linkOff'>+</SPAN>"
dat += "<BR>"
else
dat += "<SPAN CLASS='linkOn'>Play</SPAN> <A href='?src=\ref[src];stop=1'>Stop</A><BR>"
dat += "Repeats left: <B>[repeat]</B><BR>"
if(!edit)
dat += "<BR><B><A href='?src=\ref[src];edit=2'>Show Editor</A></B><BR>"
else
dat += "<H3>Editing</H3>"
dat += "<B><A href='?src=\ref[src];edit=1'>Hide Editor</A></B>"
dat += " <A href='?src=\ref[src];newsong=1'>Start a New Song</A>"
dat += " <A href='?src=\ref[src];import=1'>Import a Song</A><BR><BR>"
var/bpm = round(600 / tempo)
dat += "Tempo: <A href='?src=\ref[src];tempo=[world.tick_lag]'>-</A> [bpm] BPM <A href='?src=\ref[src];tempo=-[world.tick_lag]'>+</A><BR><BR>"
var/linecount = 0
for(var/line in lines)
linecount += 1
dat += "Line [linecount]: <A href='?src=\ref[src];modifyline=[linecount]'>Edit</A> <A href='?src=\ref[src];deleteline=[linecount]'>X</A> [line]<BR>"
dat += "<A href='?src=\ref[src];newline=1'>Add Line</A><BR><BR>"
if(help)
dat += "<B><A href='?src=\ref[src];help=1'>Hide Help</A></B><BR>"
dat += {"
repeat = 0
updateDialog(user)
/datum/song/proc/interact(mob/user)
var/dat = ""
if(lines.len > 0)
dat += "<H3>Playback</H3>"
if(!playing)
dat += "<A href='?src=\ref[src];play=1'>Play</A> <SPAN CLASS='linkOn'>Stop</SPAN><BR><BR>"
dat += "Repeat Song: "
dat += repeat > 0 ? "<A href='?src=\ref[src];repeat=-10'>-</A><A href='?src=\ref[src];repeat=-1'>-</A>" : "<SPAN CLASS='linkOff'>-</SPAN><SPAN CLASS='linkOff'>-</SPAN>"
dat += " [repeat] times "
dat += repeat < max_repeats ? "<A href='?src=\ref[src];repeat=1'>+</A><A href='?src=\ref[src];repeat=10'>+</A>" : "<SPAN CLASS='linkOff'>+</SPAN><SPAN CLASS='linkOff'>+</SPAN>"
dat += "<BR>"
else
dat += "<SPAN CLASS='linkOn'>Play</SPAN> <A href='?src=\ref[src];stop=1'>Stop</A><BR>"
dat += "Repeats left: <B>[repeat]</B><BR>"
if(!edit)
dat += "<BR><B><A href='?src=\ref[src];edit=2'>Show Editor</A></B><BR>"
else
dat += "<H3>Editing</H3>"
dat += "<B><A href='?src=\ref[src];edit=1'>Hide Editor</A></B>"
dat += " <A href='?src=\ref[src];newsong=1'>Start a New Song</A>"
dat += " <A href='?src=\ref[src];import=1'>Import a Song</A><BR><BR>"
var/bpm = round(600 / tempo)
dat += "Tempo: <A href='?src=\ref[src];tempo=[world.tick_lag]'>-</A> [bpm] BPM <A href='?src=\ref[src];tempo=-[world.tick_lag]'>+</A><BR><BR>"
var/linecount = 0
for(var/line in lines)
linecount += 1
dat += "Line [linecount]: <A href='?src=\ref[src];modifyline=[linecount]'>Edit</A> <A href='?src=\ref[src];deleteline=[linecount]'>X</A> [line]<BR>"
dat += "<A href='?src=\ref[src];newline=1'>Add Line</A><BR><BR>"
if(help)
dat += "<B><A href='?src=\ref[src];help=1'>Hide Help</A></B><BR>"
dat += {"
Lines are a series of chords, separated by commas (,), each with notes separated by hyphens (-).<br>
Every note in a chord will play together, with chord timed by the tempo.<br>
<br>
Notes are played by the names of the note, and optionally, the accidental, and/or the octave number.<br>
By default, every note is natural and in octave 3. Defining otherwise is remembered for each note.<br>
Example: <i>C,D,E,F,G,A,B</i> will play a C major scale.<br>
After a note has an accidental placed, it will be remembered: <i>C,C4,C,C3</i> is C3,C4,C4,C3</i><br>
Chords can be played simply by seperating each note with a hyphon: <i>A-C#,Cn-E,E-G#,Gn-B</i><br>
A pause may be denoted by an empty chord: <i>C,E,,C,G</i><br>
To make a chord be a different time, end it with /x, where the chord length will be length<br>
defined by tempo / x: <i>C,G/2,E/4</i><br>
Combined, an example is: <i>E-E4/4,F#/2,G#/8,B/8,E3-E4/4</i>
<br>
Every note in a chord will play together, with chord timed by the tempo.<br>
<br>
Notes are played by the names of the note, and optionally, the accidental, and/or the octave number.<br>
By default, every note is natural and in octave 3. Defining otherwise is remembered for each note.<br>
Example: <i>C,D,E,F,G,A,B</i> will play a C major scale.<br>
After a note has an accidental placed, it will be remembered: <i>C,C4,C,C3</i> is C3,C4,C4,C3</i><br>
Chords can be played simply by seperating each note with a hyphon: <i>A-C#,Cn-E,E-G#,Gn-B</i><br>
A pause may be denoted by an empty chord: <i>C,E,,C,G</i><br>
To make a chord be a different time, end it with /x, where the chord length will be length<br>
defined by tempo / x: <i>C,G/2,E/4</i><br>
Combined, an example is: <i>E-E4/4,F#/2,G#/8,B/8,E3-E4/4</i>
<br>
Lines may be up to [MUSIC_MAXLINECHARS] characters.<br>
A song may only contain up to [MUSIC_MAXLINES] lines.<br>
"}
else
dat += "<B><A href='?src=\ref[src];help=2'>Show Help</A></B><BR>"
var/datum/browser/popup = new(user, "instrument", instrumentObj.name, 700, 500)
popup.set_content(dat)
popup.set_title_image(user.browse_rsc_icon(instrumentObj.icon, instrumentObj.icon_state))
popup.open()
/datum/song/proc/ParseSong(text)
set waitfor = FALSE
//split into lines
lines = splittext(text, "\n")
if(lines.len)
if(copytext(lines[1],1,6) == "BPM: ")
tempo = sanitize_tempo(600 / text2num(copytext(lines[1],6)))
lines.Cut(1,2)
else
tempo = sanitize_tempo(5) // default 120 BPM
"}
else
dat += "<B><A href='?src=\ref[src];help=2'>Show Help</A></B><BR>"
var/datum/browser/popup = new(user, "instrument", instrumentObj.name, 700, 500)
popup.set_content(dat)
popup.set_title_image(user.browse_rsc_icon(instrumentObj.icon, instrumentObj.icon_state))
popup.open()
/datum/song/proc/ParseSong(text)
set waitfor = FALSE
//split into lines
lines = splittext(text, "\n")
if(lines.len)
if(copytext(lines[1],1,6) == "BPM: ")
tempo = sanitize_tempo(600 / text2num(copytext(lines[1],6)))
lines.Cut(1,2)
else
tempo = sanitize_tempo(5) // default 120 BPM
if(lines.len > MUSIC_MAXLINES)
to_chat(usr, "Too many lines!")
to_chat(usr, "Too many lines!")
lines.Cut(MUSIC_MAXLINES + 1)
var/linenum = 1
for(var/l in lines)
var/linenum = 1
for(var/l in lines)
if(lentext(l) > MUSIC_MAXLINECHARS)
to_chat(usr, "Line [linenum] too long!")
lines.Remove(l)
else
linenum++
updateDialog(usr) // make sure updates when complete
/datum/song/Topic(href, href_list)
if(!usr.canUseTopic(instrumentObj))
usr << browse(null, "window=instrument")
usr.unset_machine()
return
instrumentObj.add_fingerprint(usr)
if(href_list["newsong"])
lines = new()
tempo = sanitize_tempo(5) // default 120 BPM
name = ""
else if(href_list["import"])
var/t = ""
do
t = html_encode(input(usr, "Please paste the entire song, formatted:", text("[]", name), t) as message)
if(!in_range(instrumentObj, usr))
return
to_chat(usr, "Line [linenum] too long!")
lines.Remove(l)
else
linenum++
updateDialog(usr) // make sure updates when complete
/datum/song/Topic(href, href_list)
if(!usr.canUseTopic(instrumentObj))
usr << browse(null, "window=instrument")
usr.unset_machine()
return
instrumentObj.add_fingerprint(usr)
if(href_list["newsong"])
lines = new()
tempo = sanitize_tempo(5) // default 120 BPM
name = ""
else if(href_list["import"])
var/t = ""
do
t = html_encode(input(usr, "Please paste the entire song, formatted:", text("[]", name), t) as message)
if(!in_range(instrumentObj, usr))
return
if(lentext(t) >= MUSIC_MAXLINES * MUSIC_MAXLINECHARS)
var/cont = input(usr, "Your message is too long! Would you like to continue editing it?", "", "yes") in list("yes", "no")
if(cont == "no")
break
var/cont = input(usr, "Your message is too long! Would you like to continue editing it?", "", "yes") in list("yes", "no")
if(cont == "no")
break
while(lentext(t) > MUSIC_MAXLINES * MUSIC_MAXLINECHARS)
ParseSong(t)
else if(href_list["help"])
help = text2num(href_list["help"]) - 1
else if(href_list["edit"])
edit = text2num(href_list["edit"]) - 1
if(href_list["repeat"]) //Changing this from a toggle to a number of repeats to avoid infinite loops.
if(playing)
return //So that people cant keep adding to repeat. If the do it intentionally, it could result in the server crashing.
repeat += round(text2num(href_list["repeat"]))
if(repeat < 0)
repeat = 0
if(repeat > max_repeats)
repeat = max_repeats
else if(href_list["tempo"])
tempo = sanitize_tempo(tempo + text2num(href_list["tempo"]))
else if(href_list["play"])
ParseSong(t)
else if(href_list["help"])
help = text2num(href_list["help"]) - 1
else if(href_list["edit"])
edit = text2num(href_list["edit"]) - 1
if(href_list["repeat"]) //Changing this from a toggle to a number of repeats to avoid infinite loops.
if(playing)
return //So that people cant keep adding to repeat. If the do it intentionally, it could result in the server crashing.
repeat += round(text2num(href_list["repeat"]))
if(repeat < 0)
repeat = 0
if(repeat > max_repeats)
repeat = max_repeats
else if(href_list["tempo"])
tempo = sanitize_tempo(tempo + text2num(href_list["tempo"]))
else if(href_list["play"])
playing = TRUE
spawn()
playsong(usr)
else if(href_list["newline"])
var/newline = html_encode(input("Enter your line: ", instrumentObj.name) as text|null)
if(!newline || !in_range(instrumentObj, usr))
return
spawn()
playsong(usr)
else if(href_list["newline"])
var/newline = html_encode(input("Enter your line: ", instrumentObj.name) as text|null)
if(!newline || !in_range(instrumentObj, usr))
return
if(lines.len > MUSIC_MAXLINES)
return
return
if(lentext(newline) > MUSIC_MAXLINECHARS)
newline = copytext(newline, 1, MUSIC_MAXLINECHARS)
lines.Add(newline)
else if(href_list["deleteline"])
var/num = round(text2num(href_list["deleteline"]))
if(num > lines.len || num < 1)
return
lines.Cut(num, num+1)
else if(href_list["modifyline"])
var/num = round(text2num(href_list["modifyline"]),1)
var/content = html_encode(input("Enter your line: ", instrumentObj.name, lines[num]) as text|null)
if(!content || !in_range(instrumentObj, usr))
return
lines.Add(newline)
else if(href_list["deleteline"])
var/num = round(text2num(href_list["deleteline"]))
if(num > lines.len || num < 1)
return
lines.Cut(num, num+1)
else if(href_list["modifyline"])
var/num = round(text2num(href_list["modifyline"]),1)
var/content = html_encode(input("Enter your line: ", instrumentObj.name, lines[num]) as text|null)
if(!content || !in_range(instrumentObj, usr))
return
if(lentext(content) > MUSIC_MAXLINECHARS)
content = copytext(content, 1, MUSIC_MAXLINECHARS)
if(num > lines.len || num < 1)
return
lines[num] = content
else if(href_list["stop"])
if(num > lines.len || num < 1)
return
lines[num] = content
else if(href_list["stop"])
playing = FALSE
hearing_mobs = null
updateDialog(usr)
return
/datum/song/proc/sanitize_tempo(new_tempo)
new_tempo = abs(new_tempo)
return max(round(new_tempo, world.tick_lag), world.tick_lag)
// subclass for handheld instruments, like violin
/datum/song/handheld
/datum/song/handheld/updateDialog(mob/user)
instrumentObj.interact(user)
/datum/song/handheld/shouldStopPlaying()
if(instrumentObj)
return !isliving(instrumentObj.loc)
else
updateDialog(usr)
return
/datum/song/proc/sanitize_tempo(new_tempo)
new_tempo = abs(new_tempo)
return max(round(new_tempo, world.tick_lag), world.tick_lag)
// subclass for handheld instruments, like violin
/datum/song/handheld
/datum/song/handheld/updateDialog(mob/user)
instrumentObj.interact(user)
/datum/song/handheld/shouldStopPlaying()
if(instrumentObj)
return !isliving(instrumentObj.loc)
else
return TRUE
//////////////////////////////////////////////////////////////////////////
/obj/structure/piano
name = "space minimoog"
icon = 'icons/obj/musician.dmi'
icon_state = "minimoog"
//////////////////////////////////////////////////////////////////////////
/obj/structure/piano
name = "space minimoog"
icon = 'icons/obj/musician.dmi'
icon_state = "minimoog"
anchored = TRUE
density = TRUE
var/datum/song/song
/obj/structure/piano/New()
..()
song = new("piano", src)
if(prob(50))
name = "space minimoog"
desc = "This is a minimoog, like a space piano, but more spacey!"
icon_state = "minimoog"
else
name = "space piano"
desc = "This is a space piano, like a regular piano, but always in tune! Even if the musician isn't."
icon_state = "piano"
/obj/structure/piano/Destroy()
qdel(song)
song = null
return ..()
/obj/structure/piano/Initialize(mapload)
..()
if(mapload)
song.tempo = song.sanitize_tempo(song.tempo) // tick_lag isn't set when the map is loaded
/obj/structure/piano/attack_hand(mob/user)
if(!user.IsAdvancedToolUser())
to_chat(user, "<span class='warning'>You don't have the dexterity to do this!</span>")
return 1
interact(user)
/obj/structure/piano/attack_paw(mob/user)
return src.attack_hand(user)
/obj/structure/piano/interact(mob/user)
if(!user || !anchored)
return
user.set_machine(src)
song.interact(user)
/obj/structure/piano/attackby(obj/item/O, mob/user, params)
if (istype(O, /obj/item/wrench))
if (!anchored && !isinspace())
var/datum/song/song
/obj/structure/piano/New()
..()
song = new("piano", src)
if(prob(50))
name = "space minimoog"
desc = "This is a minimoog, like a space piano, but more spacey!"
icon_state = "minimoog"
else
name = "space piano"
desc = "This is a space piano, like a regular piano, but always in tune! Even if the musician isn't."
icon_state = "piano"
/obj/structure/piano/Destroy()
qdel(song)
song = null
return ..()
/obj/structure/piano/Initialize(mapload)
. = ..()
if(mapload)
song.tempo = song.sanitize_tempo(song.tempo) // tick_lag isn't set when the map is loaded
/obj/structure/piano/attack_hand(mob/user)
if(!user.IsAdvancedToolUser())
to_chat(user, "<span class='warning'>You don't have the dexterity to do this!</span>")
return 1
interact(user)
/obj/structure/piano/attack_paw(mob/user)
return src.attack_hand(user)
/obj/structure/piano/interact(mob/user)
if(!user || !anchored)
return
user.set_machine(src)
song.interact(user)
/obj/structure/piano/attackby(obj/item/O, mob/user, params)
if (istype(O, /obj/item/wrench))
if (!anchored && !isinspace())
playsound(src, O.usesound, 50, 1)
to_chat(user, "<span class='notice'> You begin to tighten \the [src] to the floor...</span>")
if (do_after(user, 20*O.toolspeed, target = src))
user.visible_message( \
"[user] tightens \the [src]'s casters.", \
"<span class='notice'>You tighten \the [src]'s casters. Now it can be played again.</span>", \
"<span class='italics'>You hear ratchet.</span>")
to_chat(user, "<span class='notice'> You begin to tighten \the [src] to the floor...</span>")
if (do_after(user, 20*O.toolspeed, target = src))
user.visible_message( \
"[user] tightens \the [src]'s casters.", \
"<span class='notice'>You tighten \the [src]'s casters. Now it can be played again.</span>", \
"<span class='italics'>You hear ratchet.</span>")
anchored = TRUE
else if(anchored)
else if(anchored)
playsound(src, O.usesound, 50, 1)
to_chat(user, "<span class='notice'> You begin to loosen \the [src]'s casters...</span>")
if (do_after(user, 40*O.toolspeed, target = src))
user.visible_message( \
"[user] loosens \the [src]'s casters.", \
"<span class='notice'>You loosen \the [src]. Now it can be pulled somewhere else.</span>", \
"<span class='italics'>You hear ratchet.</span>")
to_chat(user, "<span class='notice'> You begin to loosen \the [src]'s casters...</span>")
if (do_after(user, 40*O.toolspeed, target = src))
user.visible_message( \
"[user] loosens \the [src]'s casters.", \
"<span class='notice'>You loosen \the [src]. Now it can be pulled somewhere else.</span>", \
"<span class='italics'>You hear ratchet.</span>")
anchored = FALSE
else
return ..()
else
return ..()
+116 -116
View File
@@ -1,127 +1,127 @@
/obj/structure/noticeboard
name = "notice board"
desc = "A board for pinning important notices upon."
icon = 'icons/obj/stationobjs.dmi'
icon_state = "nboard00"
/obj/structure/noticeboard
name = "notice board"
desc = "A board for pinning important notices upon."
icon = 'icons/obj/stationobjs.dmi'
icon_state = "nboard00"
density = FALSE
anchored = TRUE
max_integrity = 150
var/notices = 0
/obj/structure/noticeboard/Initialize(mapload)
..()
if(!mapload)
return
for(var/obj/item/I in loc)
if(notices > 4) break
if(istype(I, /obj/item/paper))
I.loc = src
notices++
icon_state = "nboard0[notices]"
//attaching papers!!
/obj/structure/noticeboard/attackby(obj/item/O, mob/user, params)
if(istype(O, /obj/item/paper) || istype(O, /obj/item/photo))
if(!allowed(user))
to_chat(user, "<span class='info'>You are not authorized to add notices</span>")
return
if(notices < 5)
if(!user.transferItemToLoc(O, src))
return
notices++
icon_state = "nboard0[notices]"
to_chat(user, "<span class='notice'>You pin the [O] to the noticeboard.</span>")
else
to_chat(user, "<span class='notice'>The notice board is full</span>")
else
return ..()
/obj/structure/noticeboard/attack_hand(mob/user)
var/auth = allowed(user)
var/dat = "<B>[name]</B><BR>"
for(var/obj/item/P in src)
if(istype(P, /obj/item/paper))
dat += "<A href='?src=\ref[src];read=\ref[P]'>[P.name]</A> [auth ? "<A href='?src=\ref[src];write=\ref[P]'>Write</A> <A href='?src=\ref[src];remove=\ref[P]'>Remove</A>" : ""]<BR>"
else
dat += "<A href='?src=\ref[src];read=\ref[P]'>[P.name]</A> [auth ? "<A href='?src=\ref[src];remove=\ref[P]'>Remove</A>" : ""]<BR>"
user << browse("<HEAD><TITLE>Notices</TITLE></HEAD>[dat]","window=noticeboard")
onclose(user, "noticeboard")
/obj/structure/noticeboard/Topic(href, href_list)
..()
usr.set_machine(src)
if(href_list["remove"])
if((usr.stat || usr.restrained())) //For when a player is handcuffed while they have the notice window open
return
var/obj/item/I = locate(href_list["remove"]) in contents
if(istype(I) && I.loc == src)
I.loc = usr.loc
usr.put_in_hands(I)
notices--
icon_state = "nboard0[notices]"
if(href_list["write"])
if((usr.stat || usr.restrained())) //For when a player is handcuffed while they have the notice window open
return
var/obj/item/P = locate(href_list["write"]) in contents
if(istype(P) && P.loc == src)
var/obj/item/I = usr.is_holding_item_of_type(/obj/item/pen)
if(I)
add_fingerprint(usr)
P.attackby(I, usr)
else
to_chat(usr, "<span class='notice'>You'll need something to write with!</span>")
if(href_list["read"])
var/obj/item/I = locate(href_list["read"]) in contents
if(istype(I) && I.loc == src)
usr.examinate(I)
/obj/structure/noticeboard/deconstruct(disassembled = TRUE)
max_integrity = 150
var/notices = 0
/obj/structure/noticeboard/Initialize(mapload)
. = ..()
if(!mapload)
return
for(var/obj/item/I in loc)
if(notices > 4) break
if(istype(I, /obj/item/paper))
I.loc = src
notices++
icon_state = "nboard0[notices]"
//attaching papers!!
/obj/structure/noticeboard/attackby(obj/item/O, mob/user, params)
if(istype(O, /obj/item/paper) || istype(O, /obj/item/photo))
if(!allowed(user))
to_chat(user, "<span class='info'>You are not authorized to add notices</span>")
return
if(notices < 5)
if(!user.transferItemToLoc(O, src))
return
notices++
icon_state = "nboard0[notices]"
to_chat(user, "<span class='notice'>You pin the [O] to the noticeboard.</span>")
else
to_chat(user, "<span class='notice'>The notice board is full</span>")
else
return ..()
/obj/structure/noticeboard/attack_hand(mob/user)
var/auth = allowed(user)
var/dat = "<B>[name]</B><BR>"
for(var/obj/item/P in src)
if(istype(P, /obj/item/paper))
dat += "<A href='?src=\ref[src];read=\ref[P]'>[P.name]</A> [auth ? "<A href='?src=\ref[src];write=\ref[P]'>Write</A> <A href='?src=\ref[src];remove=\ref[P]'>Remove</A>" : ""]<BR>"
else
dat += "<A href='?src=\ref[src];read=\ref[P]'>[P.name]</A> [auth ? "<A href='?src=\ref[src];remove=\ref[P]'>Remove</A>" : ""]<BR>"
user << browse("<HEAD><TITLE>Notices</TITLE></HEAD>[dat]","window=noticeboard")
onclose(user, "noticeboard")
/obj/structure/noticeboard/Topic(href, href_list)
..()
usr.set_machine(src)
if(href_list["remove"])
if((usr.stat || usr.restrained())) //For when a player is handcuffed while they have the notice window open
return
var/obj/item/I = locate(href_list["remove"]) in contents
if(istype(I) && I.loc == src)
I.loc = usr.loc
usr.put_in_hands(I)
notices--
icon_state = "nboard0[notices]"
if(href_list["write"])
if((usr.stat || usr.restrained())) //For when a player is handcuffed while they have the notice window open
return
var/obj/item/P = locate(href_list["write"]) in contents
if(istype(P) && P.loc == src)
var/obj/item/I = usr.is_holding_item_of_type(/obj/item/pen)
if(I)
add_fingerprint(usr)
P.attackby(I, usr)
else
to_chat(usr, "<span class='notice'>You'll need something to write with!</span>")
if(href_list["read"])
var/obj/item/I = locate(href_list["read"]) in contents
if(istype(I) && I.loc == src)
usr.examinate(I)
/obj/structure/noticeboard/deconstruct(disassembled = TRUE)
if(!(flags_1 & NODECONSTRUCT_1))
new /obj/item/stack/sheet/metal (loc, 1)
qdel(src)
// Notice boards for the heads of staff (plus the qm)
/obj/structure/noticeboard/captain
name = "Captain's Notice Board"
desc = "Important notices from the Captain."
new /obj/item/stack/sheet/metal (loc, 1)
qdel(src)
// Notice boards for the heads of staff (plus the qm)
/obj/structure/noticeboard/captain
name = "Captain's Notice Board"
desc = "Important notices from the Captain."
req_access = list(ACCESS_CAPTAIN)
/obj/structure/noticeboard/hop
name = "Head of Personnel's Notice Board"
desc = "Important notices from the Head of Personnel."
/obj/structure/noticeboard/hop
name = "Head of Personnel's Notice Board"
desc = "Important notices from the Head of Personnel."
req_access = list(ACCESS_HOP)
/obj/structure/noticeboard/ce
name = "Chief Engineer's Notice Board"
desc = "Important notices from the Chief Engineer."
/obj/structure/noticeboard/ce
name = "Chief Engineer's Notice Board"
desc = "Important notices from the Chief Engineer."
req_access = list(ACCESS_CE)
/obj/structure/noticeboard/hos
name = "Head of Security's Notice Board"
desc = "Important notices from the Head of Security."
/obj/structure/noticeboard/hos
name = "Head of Security's Notice Board"
desc = "Important notices from the Head of Security."
req_access = list(ACCESS_HOS)
/obj/structure/noticeboard/cmo
name = "Chief Medical Officer's Notice Board"
desc = "Important notices from the Chief Medical Officer."
/obj/structure/noticeboard/cmo
name = "Chief Medical Officer's Notice Board"
desc = "Important notices from the Chief Medical Officer."
req_access = list(ACCESS_CMO)
/obj/structure/noticeboard/rd
name = "Research Director's Notice Board"
desc = "Important notices from the Research Director."
/obj/structure/noticeboard/rd
name = "Research Director's Notice Board"
desc = "Important notices from the Research Director."
req_access = list(ACCESS_RD)
/obj/structure/noticeboard/qm
name = "Quartermaster's Notice Board"
desc = "Important notices from the Quartermaster."
/obj/structure/noticeboard/qm
name = "Quartermaster's Notice Board"
desc = "Important notices from the Quartermaster."
req_access = list(ACCESS_QM)
/obj/structure/noticeboard/staff
name = "Staff Notice Board"
desc = "Important notices from the heads of staff."
/obj/structure/noticeboard/staff
name = "Staff Notice Board"
desc = "Important notices from the heads of staff."
req_access = list(ACCESS_HEADS)