dedb16826e
* Speeds up world init. * Armor is now new inited for obj and the first level of subpaths. * Actions is now lazyinited and deleted with empty. * Actiontypes is now only inited when actually used and deleted once it pre-fills actions with the action buttons. * Pipes now prefill their node list(s) in new() using new /list/ (count) syntax to speed up the list initaliztions and remove the init proc. * Pipes no longer store their item version, instead creating it on the fly when deconned * Walls no longer store their metal stacks, instead creating it on the fly when deconned. * obj, walls, floor, plating, item, machinery, structure, pipe, pipenet, atom, and movable no longer have an (init) proc. (along with a few other smaller examples) * Atmos can pass checking is now a var with the ability to have a proc be call in advance cases. * (as a side effect, I had to fix a few things that were calling atmosCanPass rather then using the pre-calculated list, this should speed up chemfoam and flame effects greatly) * Reverts upload limit (remind me one day to defuck this, it could easily be a config thats not editable by vv to make changes easier) * Makes apc update icon a bit faster. APC new is some what high on the profile of world init, still not sure why, but this stood out as a waste of cpu so i fixed it. * Fixes runtime with atmos backpack water tanks. * Makes smoothing faster (and fixes turfs smoothing twice at init) * Makes apcs init faster by replacing some spawns with addtimer * fix transit turfs.
120 lines
3.5 KiB
Plaintext
120 lines
3.5 KiB
Plaintext
/obj/item/weapon/clipboard
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name = "clipboard"
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icon = 'icons/obj/bureaucracy.dmi'
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icon_state = "clipboard"
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item_state = "clipboard"
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throwforce = 0
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w_class = WEIGHT_CLASS_SMALL
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throw_speed = 3
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throw_range = 7
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var/obj/item/weapon/pen/haspen //The stored pen.
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var/obj/item/weapon/paper/toppaper //The topmost piece of paper.
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slot_flags = SLOT_BELT
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resistance_flags = FLAMMABLE
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/obj/item/weapon/clipboard/New()
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update_icon()
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..()
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/obj/item/weapon/clipboard/update_icon()
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cut_overlays()
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if(toppaper)
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add_overlay(toppaper.icon_state)
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add_overlay(toppaper.overlays)
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if(haspen)
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add_overlay("clipboard_pen")
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add_overlay("clipboard_over")
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/obj/item/weapon/clipboard/attackby(obj/item/weapon/W, mob/user, params)
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if(istype(W, /obj/item/weapon/paper))
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if(!user.unEquip(W))
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return
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W.loc = src
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toppaper = W
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user << "<span class='notice'>You clip the paper onto \the [src].</span>"
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update_icon()
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else if(toppaper)
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toppaper.attackby(user.get_active_held_item(), user)
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update_icon()
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/obj/item/weapon/clipboard/attack_self(mob/user)
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var/dat = "<title>Clipboard</title>"
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if(haspen)
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dat += "<A href='?src=\ref[src];pen=1'>Remove Pen</A><BR><HR>"
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else
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dat += "<A href='?src=\ref[src];addpen=1'>Add Pen</A><BR><HR>"
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//The topmost paper. You can't organise contents directly in byond, so this is what we're stuck with. -Pete
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if(toppaper)
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var/obj/item/weapon/paper/P = toppaper
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dat += "<A href='?src=\ref[src];write=\ref[P]'>Write</A> <A href='?src=\ref[src];remove=\ref[P]'>Remove</A> - <A href='?src=\ref[src];read=\ref[P]'>[P.name]</A><BR><HR>"
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for(P in src)
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if(P == toppaper)
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continue
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dat += "<A href='?src=\ref[src];write=\ref[P]'>Write</A> <A href='?src=\ref[src];remove=\ref[P]'>Remove</A> <A href='?src=\ref[src];top=\ref[P]'>Move to top</A> - <A href='?src=\ref[src];read=\ref[P]'>[P.name]</A><BR>"
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user << browse(dat, "window=clipboard")
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onclose(user, "clipboard")
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add_fingerprint(usr)
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/obj/item/weapon/clipboard/Topic(href, href_list)
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..()
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if(usr.stat || usr.restrained())
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return
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if(usr.contents.Find(src))
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if(href_list["pen"])
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if(haspen)
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haspen.loc = usr.loc
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usr.put_in_hands(haspen)
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haspen = null
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if(href_list["addpen"])
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if(!haspen)
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var/obj/item/held = usr.get_active_held_item()
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if(istype(held, /obj/item/weapon/pen))
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var/obj/item/weapon/pen/W = held
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if(!usr.unEquip(W))
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return
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W.loc = src
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haspen = W
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usr << "<span class='notice'>You slot [W] into [src].</span>"
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if(href_list["write"])
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var/obj/item/P = locate(href_list["write"])
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if(istype(P) && P.loc == src)
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if(usr.get_active_held_item())
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P.attackby(usr.get_active_held_item(), usr)
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if(href_list["remove"])
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var/obj/item/P = locate(href_list["remove"])
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if(istype(P) && P.loc == src)
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P.loc = usr.loc
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usr.put_in_hands(P)
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if(P == toppaper)
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toppaper = null
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var/obj/item/weapon/paper/newtop = locate(/obj/item/weapon/paper) in src
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if(newtop && (newtop != P))
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toppaper = newtop
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else
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toppaper = null
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if(href_list["read"])
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var/obj/item/weapon/paper/P = locate(href_list["read"])
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if(istype(P) && P.loc == src)
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usr.examinate(P)
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if(href_list["top"])
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var/obj/item/P = locate(href_list["top"])
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if(istype(P) && P.loc == src)
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toppaper = P
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usr << "<span class='notice'>You move [P.name] to the top.</span>"
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//Update everything
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attack_self(usr)
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update_icon() |