ff3f84ab81
In cases where you're creating an image to use as an overlay, it makes more sense to use a mutable_appearance if you can. The image will create a static appearance for not just the image but also each intermediate step if you change vars along the way. The mutable appearance avoids this unnecessary and expensive process. The only situation that requires an image instead of a mutable_appearance is if the overlay is supposed to be directional. MA's ignore direction while images don't. I dunno why, probably another BYOND-ism. I added a convenience function, mutable_appearance(), designed to emulate image(). Also went ahead and set the default plane of /mutable_appearance to FLOAT_PLANE because it's fucking 0 by default. Several overlays that were image() calls were changed to just text strings when I could. overlays += "string" has the same result as overlays += image(icon, "string") and saves a proc call.
277 lines
7.0 KiB
Plaintext
277 lines
7.0 KiB
Plaintext
/datum/playingcard
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var/name = "playing card"
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var/card_icon = "card_back"
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var/suit
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var/number
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/* Deck */
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/obj/item/weapon/deck
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name = "deck of cards"
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desc = "A simple deck of playing cards."
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icon = 'icons/obj/playing_cards.dmi'
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icon_state = "deck"
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w_class = WEIGHT_CLASS_SMALL
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flags = NOBLUDGEON
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var/list/cards = list()
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/obj/item/weapon/deck/New()
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. = ..()
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var/cardcolor
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var/datum/playingcard/card
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for (var/suit in list("spades", "clubs", "diamonds", "hearts"))
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if (suit == "spades" || suit == "clubs")
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cardcolor = "black_"
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else
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cardcolor = "red_"
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for (var/number in list("ace", "two", "three", "four", "five", "six", "seven", "eight", "nine", "ten"))
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card = new()
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card.name = "[number] of [suit]"
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card.card_icon = "[cardcolor]num"
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card.suit = suit
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card.number = number
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src.cards.Add(card)
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for (var/number in list("jack", "queen", "king"))
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card = new()
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card.name = "[number] of [suit]"
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card.card_icon = "[cardcolor]col"
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card.suit = suit
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card.number = number
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src.cards.Add(card)
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for (var/i = 0, i < 2, i++)
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card = new()
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card.name = "joker"
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card.card_icon = "joker"
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card.suit = "joker"
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card.number = ""
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src.cards.Add(card)
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/obj/item/weapon/deck/attackby(obj/O, mob/user)
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if (istype(O,/obj/item/weapon/hand))
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var/obj/item/weapon/hand/H = O
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for (var/datum/playingcard/P in H.cards) src.cards.Add(P)
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qdel (O)
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user.show_message("You place your cards on the bottom of the deck.")
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else return ..()
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/obj/item/weapon/deck/attack_self(mob/user)
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var/list/newcards = list()
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var/datum/playingcard/card
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while (cards.len)
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card = pick(cards)
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newcards.Add(card)
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src.cards.Remove(card)
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src.cards = newcards
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user.visible_message("\The [user] shuffles [src].")
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/obj/item/weapon/deck/afterattack(atom/A as mob|obj|turf|area, mob/living/user as mob|obj, flag, params)
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if(flag)
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return //It's adjacent, is the user, or is on the user's person
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if(isliving(A))
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src.dealTo(A, user)
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else
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return ..()
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/obj/item/weapon/deck/attack(mob/living/M, mob/living/user, def_zone)
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if (istype(M))
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src.dealTo(M, user)
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else
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return ..()
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/obj/item/weapon/deck/proc/dealTo(mob/living/target, mob/living/source)
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if (!cards.len)
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source.show_message("There are no cards in the deck.")
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return
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var/datum/playingcard/card = src.cards[1]
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src.cards.Remove(card)
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var/obj/item/weapon/hand/H = new(get_turf(src))
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H.concealed = 1
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H.update_conceal()
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H.cards.Add(card)
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H.update_icon()
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source.visible_message("\The [source] deals a card to \the [target].")
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H.throw_at(get_step(target, target.dir), 10, 1, source)
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/* Hand */
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/obj/item/weapon/hand
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name = "hand of cards"
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desc = "Some playing cards."
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icon = 'icons/obj/playing_cards.dmi'
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icon_state = "empty"
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w_class = WEIGHT_CLASS_TINY
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var/concealed = 0
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var/blank = 0
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var/list/cards = list()
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var/datum/html_interface/hi
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resistance_flags = FLAMMABLE
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/obj/item/weapon/hand/New(loc)
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. = ..()
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src.hi = new/datum/html_interface/cards(src, "Your hand", 540, 302)
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src.update_conceal()
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/obj/item/weapon/hand/Destroy()
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if (src.hi)
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qdel(src.hi)
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return ..()
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/obj/item/weapon/hand/attackby(obj/O, mob/user)
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if(cards.len == 1 && istype(O, /obj/item/weapon/pen))
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var/datum/playingcard/P = cards[1]
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if(!blank)
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to_chat(user, "You cannot write on that card.")
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return
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var/cardtext = sanitize(input(user, "What do you wish to write on the card?", "Card Writing") as text|null, 50)
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if(!cardtext)
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return
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P.name = cardtext
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blank = 0
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else if(istype(O,/obj/item/weapon/hand))
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var/obj/item/weapon/hand/H = O
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for(var/datum/playingcard/P in src.cards) H.cards.Add(P)
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H.update_icon()
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qdel(src)
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else
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return ..()
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/obj/item/weapon/hand/verb/discard(datum/playingcard/card in cards)
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set category = "Object"
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set name = "Discard"
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set desc = "Place a card from your hand in front of you."
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if (!card)
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return
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var/obj/item/weapon/hand/H = new(src.loc)
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H.concealed = 0
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H.update_conceal()
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H.cards.Add(card)
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src.cards.Remove(card)
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H.update_icon()
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ASSERT(H)
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usr.visible_message("\The [usr] plays \the [card.name].")
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H.loc = get_step(usr,usr.dir)
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src.update_icon()
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/obj/item/weapon/hand/verb/toggle_conceal()
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set category = "Object"
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set name = "Toggle conceal"
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set desc = "Toggle concealment of your hand"
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src.concealed = !src.concealed
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src.update_conceal()
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usr.visible_message("\The [usr] [concealed ? "conceals" : "reveals"] their hand.")
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src.update_icon()
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/obj/item/weapon/hand/attack_self(mob/user)
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src.hi.show(user)
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/obj/item/weapon/hand/examine()
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. = ..()
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if((!concealed || src.loc == usr) && cards.len)
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usr.show_message("It contains: ", 1)
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for (var/datum/playingcard/card in cards)
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usr.show_message("The [card.name].", 1)
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/obj/item/weapon/hand/proc/update_conceal()
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if (src.concealed)
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src.hi.updateContent("headbar", "You are currently concealing your hand. <a href=\"byond://?src=\ref[hi]&action=toggle_conceal\">Reveal your hand.</a>")
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else
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src.hi.updateContent("headbar", "You are currently revealing your hand. <a href=\"byond://?src=\ref[hi]&action=toggle_conceal\">Conceal your hand.</a>")
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/obj/item/weapon/hand/update_icon()
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if (!cards.len)
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qdel (src)
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else
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if(cards.len > 1)
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name = "hand of cards"
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desc = "Some playing cards."
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else
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name = "a playing card"
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desc = "A playing card."
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cut_overlays()
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if (cards.len == 1)
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var/datum/playingcard/P = cards[1]
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var/mutable_appearance/card_overlay = mutable_appearance(icon, (concealed ? "card_back" : "[P.card_icon]") )
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card_overlay.pixel_x = card_overlay.pixel_x + (-5 + rand(10))
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card_overlay.pixel_y = card_overlay.pixel_y + (-5 + rand(10))
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add_overlay(card_overlay)
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else
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var/origin = -12
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var/offset = round(32 / cards.len)
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var/i = 0
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var/mutable_appearance/card_overlay
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for(var/datum/playingcard/P in cards)
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card_overlay = mutable_appearance(icon, (concealed ? "card_back" : P.card_icon))
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card_overlay.pixel_x = origin + (offset * i)
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add_overlay(card_overlay)
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i = i + 1
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var/html = ""
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for(var/datum/playingcard/card in cards)
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html = html + "<a href=\"byond://?src=\ref[src.hi]&action=play_card&card=\ref[card]\" class=\"card [card.suit] [card.number]\"></a>"
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src.hi.updateContent("hand", html)
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/obj/item/weapon/hand/Topic(href, href_list[], datum/html_interface_client/hclient)
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if (istype(hclient))
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switch (href_list["action"])
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if ("play_card")
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var/datum/playingcard/card = locate(href_list["card"]) in cards
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if (card && istype(card))
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src.discard(card)
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if ("toggle_conceal")
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src.toggle_conceal()
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// Hook for html_interface module to prevent updates to clients who don't have this in their inventory.
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/obj/item/weapon/hand/proc/hiIsValidClient(datum/html_interface_client/hclient, datum/html_interface/hi)
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return (hclient.client.mob && hclient.client.mob.stat == 0 && (src in hclient.client.mob.contents))
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