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.
144 lines
3.9 KiB
Plaintext
144 lines
3.9 KiB
Plaintext
/obj/item/weapon/paper_bin
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name = "paper bin"
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desc = "Contains all the paper you'll never need."
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icon = 'icons/obj/bureaucracy.dmi'
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icon_state = "paper_bin1"
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item_state = "sheet-metal"
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throwforce = 0
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w_class = WEIGHT_CLASS_NORMAL
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throw_speed = 3
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throw_range = 7
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pressure_resistance = 8
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var/papertype = /obj/item/weapon/paper
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var/total_paper = 30
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var/list/papers = list()
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var/obj/item/weapon/pen/bin_pen
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/obj/item/weapon/paper_bin/Initialize(mapload)
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. = ..()
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if(!mapload)
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return
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var/obj/item/weapon/pen/P = locate(/obj/item/weapon/pen) in src.loc
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if(P && !bin_pen)
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P.loc = src
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bin_pen = P
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update_icon()
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var/static/warned = FALSE
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if(P.type == /obj/item/weapon/pen && !warned)
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warning("one or more paperbins ate a pen duing initialize()")
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warned = TRUE
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/obj/item/weapon/paper_bin/fire_act(exposed_temperature, exposed_volume)
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if(!total_paper)
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return
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..()
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/obj/item/weapon/paper_bin/Destroy()
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if(papers)
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for(var/i in papers)
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qdel(i)
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papers = null
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. = ..()
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/obj/item/weapon/paper_bin/fire_act(exposed_temperature, exposed_volume)
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if(total_paper)
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total_paper = 0
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update_icon()
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..()
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/obj/item/weapon/paper_bin/MouseDrop(atom/over_object)
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var/mob/living/M = usr
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if(!istype(M) || M.incapacitated() || !Adjacent(M))
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return
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if(over_object == M)
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M.put_in_hands(src)
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else if(istype(over_object, /obj/screen/inventory/hand))
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var/obj/screen/inventory/hand/H = over_object
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M.putItemFromInventoryInHandIfPossible(src, H.held_index)
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add_fingerprint(M)
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/obj/item/weapon/paper_bin/attack_paw(mob/user)
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return attack_hand(user)
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/obj/item/weapon/paper_bin/attack_hand(mob/user)
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if(user.lying)
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return
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user.changeNext_move(CLICK_CD_MELEE)
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if(bin_pen)
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var/obj/item/weapon/pen/P = bin_pen
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P.loc = user.loc
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user.put_in_hands(P)
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to_chat(user, "<span class='notice'>You take [P] out of \the [src].</span>")
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bin_pen = null
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update_icon()
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else if(total_paper >= 1)
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total_paper--
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update_icon()
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// If there's any custom paper on the stack, use that instead of creating a new paper.
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var/obj/item/weapon/paper/P
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if(papers.len > 0)
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P = papers[papers.len]
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papers.Remove(P)
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else
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P = new papertype(src)
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if(SSevents.holidays && SSevents.holidays[APRIL_FOOLS])
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if(prob(30))
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P.info = "<font face=\"[CRAYON_FONT]\" color=\"red\"><b>HONK HONK HONK HONK HONK HONK HONK<br>HOOOOOOOOOOOOOOOOOOOOOONK<br>APRIL FOOLS</b></font>"
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P.rigged = 1
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P.updateinfolinks()
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P.loc = user.loc
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user.put_in_hands(P)
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to_chat(user, "<span class='notice'>You take [P] out of \the [src].</span>")
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else
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to_chat(user, "<span class='warning'>[src] is empty!</span>")
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add_fingerprint(user)
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/obj/item/weapon/paper_bin/attackby(obj/item/I, mob/user, params)
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if(istype(I, /obj/item/weapon/paper))
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var/obj/item/weapon/paper/P = I
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if(!user.transferItemToLoc(P, src))
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return
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to_chat(user, "<span class='notice'>You put [P] in [src].</span>")
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papers.Add(P)
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total_paper++
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update_icon()
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else if(istype(I, /obj/item/weapon/pen))
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var/obj/item/weapon/pen/P = I
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if(!user.transferItemToLoc(P, src))
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return
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to_chat(user, "<span class='notice'>You put [P] in [src].</span>")
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bin_pen = P
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update_icon()
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else
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return ..()
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/obj/item/weapon/paper_bin/examine(mob/user)
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..()
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if(total_paper)
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to_chat(user, "It contains " + (total_paper > 1 ? "[total_paper] papers" : " one paper")+".")
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else
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to_chat(user, "It doesn't contain anything.")
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/obj/item/weapon/paper_bin/update_icon()
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if(total_paper < 1)
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icon_state = "paper_bin_0"
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else
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icon_state = "[initial(icon_state)]"
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cut_overlays()
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if(bin_pen)
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add_overlay(mutable_appearance(bin_pen.icon, bin_pen.icon_state))
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/obj/item/weapon/paper_bin/construction
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name = "construction paper bin"
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desc = "Contains all the paper you'll never need, IN COLOR!"
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icon_state = "paper_binc"
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papertype = /obj/item/weapon/paper/construction |