Files
GS13NG/code/game/objects/structures/table_frames.dm
Poojawa cf59ac1c3d 12/21 modernizations from TG live (#103)
* sync (#3)

* shuttle auto call

* Merge /vore into /master (#39)

* progress

* Compile errors fixed

No idea if it's test worthy tho as conflicts with race overhaul and
narky removal.

* Update admins.txt

* efforts continue

Fuck grab code, seriously

* grab code is cancer

* Execute the Narkism

Do not hesitate.

Show no mercy.

* holy shit grab code is awful

* have I bitched about grab code

My bitching, let me show you it

* código de agarre es una mierda

No really it is

* yeah I don't even know anymore.

* Lolnope. Fuck grab code

* I'm not even sure what to fix anymore

* Self eating is not an acceptable fate

* Taste the void, son.

* My code doesn't pass it's own sanity check.

Maybe it's a sign of things to come.

* uncommented and notes

* It Works and I Don't Know Why (#38)

* shuttle auto call

* it works and I don't know why

* Subsystem 12/21

Most Recent TG subsystem folder

* globalvars 12/21

Tossed out the flavor_misc and parallax files

* Onclick 12/21

as well as .dme updates

* _defines 12/21

ommited old _MC.dm

* _HELPERS 12/21

Preserved snowflake placement of furry sprites

* _defeines/genetics

reapplied narkism holdover for snowflake races.

* Oops forgot mutant colors

* modules porting 12/21 + Sounds/icons

Admin, Client and most of mob life files ommitted

* enviroment file

* Admin optimizations

ahelp log system kept

* Mob ports 12/21

Flavor text preserved

* datums ported 12/21

* Game ported 12/21

* batch of duplicate fixes/dogborg work

Dogborgs need to be modernized to refractored borg standards.

* moar fixes

* Maps and futher compile fixes
2016-12-22 03:57:55 -06:00

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/* Table Frames
* Contains:
* Frames
* Wooden Frames
*/
/*
* Normal Frames
*/
/obj/structure/table_frame
name = "table frame"
desc = "Four metal legs with four framing rods for a table. You could easily pass through this."
icon = 'icons/obj/structures.dmi'
icon_state = "table_frame"
density = 0
anchored = 0
layer = PROJECTILE_HIT_THRESHHOLD_LAYER
obj_integrity = 100
max_integrity = 100
var/framestack = /obj/item/stack/rods
var/framestackamount = 2
/obj/structure/table_frame/attackby(obj/item/I, mob/user, params)
if(istype(I, /obj/item/weapon/wrench))
user << "<span class='notice'>You start disassembling [src]...</span>"
playsound(src.loc, I.usesound, 50, 1)
if(do_after(user, 30*I.toolspeed, target = src))
playsound(src.loc, 'sound/items/Deconstruct.ogg', 50, 1)
deconstruct(TRUE)
else if(istype(I, /obj/item/stack/sheet/plasteel))
var/obj/item/stack/sheet/plasteel/P = I
if(P.get_amount() < 1)
user << "<span class='warning'>You need one plasteel sheet to do this!</span>"
return
user << "<span class='notice'>You start adding [P] to [src]...</span>"
if(do_after(user, 50, target = src) && P.use(1))
new /obj/structure/table/reinforced(src.loc)
qdel(src)
else if(istype(I, /obj/item/stack/sheet/metal))
var/obj/item/stack/sheet/metal/M = I
if(M.get_amount() < 1)
user << "<span class='warning'>You need one metal sheet to do this!</span>"
return
user << "<span class='notice'>You start adding [M] to [src]...</span>"
if(do_after(user, 20, target = src) && M.use(1))
new /obj/structure/table(src.loc)
qdel(src)
else if(istype(I, /obj/item/stack/sheet/glass))
var/obj/item/stack/sheet/glass/G = I
if(G.get_amount() < 1)
user << "<span class='warning'>You need one glass sheet to do this!</span>"
return
user << "<span class='notice'>You start adding [G] to [src]...</span>"
if(do_after(user, 20, target = src) && G.use(1))
new /obj/structure/table/glass(src.loc)
qdel(src)
else if(istype(I, /obj/item/stack/sheet/mineral/silver))
var/obj/item/stack/sheet/mineral/silver/S = I
if(S.get_amount() < 1)
user << "<span class='warning'>You need one silver sheet to do this!</span>"
return
user << "<span class='notice'>You start adding [S] to [src]...</span>"
if(do_after(user, 20, target = src) && S.use(1))
new /obj/structure/table/optable(src.loc)
qdel(src)
else if(istype(I, /obj/item/stack/tile/carpet))
var/obj/item/stack/tile/carpet/C = I
if(C.get_amount() < 1)
user << "<span class='warning'>You need one carpet sheet to do this!</span>"
return
user << "<span class='notice'>You start adding [C] to [src]...</span>"
if(do_after(user, 20, target = src) && C.use(1))
new /obj/structure/table/wood/fancy(src.loc)
qdel(src)
else
return ..()
/obj/structure/table_frame/deconstruct(disassembled = TRUE)
new framestack(get_turf(src), framestackamount)
qdel(src)
/obj/structure/table_frame/narsie_act()
if(prob(20))
new /obj/structure/table_frame/wood(src.loc)
qdel(src)
/obj/structure/table_frame/ratvar_act()
new /obj/structure/table_frame/brass(src.loc)
qdel(src)
/*
* Wooden Frames
*/
/obj/structure/table_frame/wood
name = "wooden table frame"
desc = "Four wooden legs with four framing wooden rods for a wooden table. You could easily pass through this."
icon_state = "wood_frame"
framestack = /obj/item/stack/sheet/mineral/wood
framestackamount = 2
resistance_flags = FLAMMABLE
/obj/structure/table_frame/wood/attackby(obj/item/I, mob/user, params)
if(istype(I, /obj/item/stack/sheet/mineral/wood))
var/obj/item/stack/sheet/mineral/wood/W = I
if(W.get_amount() < 1)
user << "<span class='warning'>You need one wood sheet to do this!</span>"
return
user << "<span class='notice'>You start adding [W] to [src]...</span>"
if(do_after(user, 20, target = src) && W.use(1))
new /obj/structure/table/wood(src.loc)
qdel(src)
return
else if(istype(I, /obj/item/stack/tile/carpet))
var/obj/item/stack/tile/carpet/C = I
if(C.get_amount() < 1)
user << "<span class='warning'>You need one carpet sheet to do this!</span>"
return
user << "<span class='notice'>You start adding [C] to [src]...</span>"
if(do_after(user, 20, target = src) && C.use(1))
new /obj/structure/table/wood/poker(src.loc)
qdel(src)
else
return ..()
/obj/structure/table_frame/brass
name = "brass table frame"
desc = "Four pieces of brass arranged in a square. It's slightly warm to the touch."
icon_state = "brass_frame"
resistance_flags = FIRE_PROOF | ACID_PROOF
framestack = /obj/item/stack/tile/brass
framestackamount = 1
/obj/structure/table_frame/brass/New()
change_construction_value(1)
..()
/obj/structure/table_frame/brass/Destroy()
change_construction_value(-1)
return ..()
/obj/structure/table_frame/brass/attackby(obj/item/I, mob/user, params)
if(istype(I, /obj/item/stack/tile/brass))
var/obj/item/stack/tile/brass/W = I
if(W.get_amount() < 1)
user << "<span class='warning'>You need one brass sheet to do this!</span>"
return
user << "<span class='notice'>You start adding [W] to [src]...</span>"
if(do_after(user, 20, target = src) && W.use(1))
new /obj/structure/table/reinforced/brass(src.loc)
qdel(src)
else
return ..()
/obj/structure/table_frame/brass/narsie_act()
..()
if(src) //do we still exist?
var/previouscolor = color
color = "#960000"
animate(src, color = previouscolor, time = 8)
addtimer(src, "update_atom_colour", 8)